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- Credits -

Design: Brian E. Kirby, Robert Lawson, William Simoni, Black Sails Over Freeport is ©2003 Green Ronin
and Robert J. Toth Publishing. All rights reserved.
Development: Reference to other
Chris Pramas copyrighted
material in no
Editing:
way constitutes
Christina Stiles
a challenge to the
Cover Art: respective copyright
Wayne Reynolds holders of that material.
Black Sails Over
Interior Art: Toren “Macbin”
Freeport, Green Ronin, Freeport,
Atkinson, Ramsey Hong, Steve Lawton, Chris Keefe,
the Freeport logo, and the Green Ronin logo are trademarks of
Ralph Horsley, Marcio Fiorito, David Griffith, Joseph
Green Ronin Publishing.
Wigfield and Britt Martin
Dungeons & Dragons® and Wizards of the Coast® are
Cartography: Rob Lee, Hal Mangold, Todd Gamble
registered trademarks of Wizards of the Coast, Inc., and are
Graphic Design and Art Direction: Hal Mangold used with permission.
Green Ronin Staff: Nicole Lindroos, Hal Mangold, ‘d20 System’ and the ‘d20 System’ logo are trademarks of
Chris Pramas, and Evan Sass Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 5.0. A copy of this
Authors’ Special Thanks: to Chris Pramas, Nicole
License can be found at www.wizards.com/d20.
Lindroos, Hal Mangold and Evan Sass; to Christina
Stiles and the artists who made us look good; to The following is designated as Product Identity of
our playtesters and friends for sharing their Green Ronin Publishing, as defined in Section 1(e)
time and their advice (however pointed); of the Open Game License: all proper place and
to our ever-patient wives and families, personal names, excluding Yig.
who sweated this one out along with
All text is designated as Open Game Content,
us; and, of course, to Mike the Nurse,
except the previously claimed Product
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Printed in the U.S.A.
Playtesters: James Aitken, Charles Alsdorf,
Ramsey Hong, Pete Jencius, Andrew Green Ronin Publishing
Kilduff, Jennifer Kirby, Michael Lee, P.O. Box 1723
Erik Mattsen, “Crazy” Todd Miller, Renton, WA 98057-1723
Patrick O’Neil, Kim Pratt
Email: custserv@greenronin.com
Web Site: www.greenronin.com

It is not well for God to be alone. If there are two, one betrays.
—Jean-Pierre Melville
—G.K. Chesterton

2 Black Sails Over Freeport


- Table of Contents -
Introduction......................... 4 Section Four:
Being Zoltan Zaska..........................120
Adventure Synopsis ................................ 5 Section Five:
The Lost History A Pirate’s Life.................................... 125
of the City of Adventure.................. 5
The Island of
Act I: Red Skies the White Gorilla.................126
At morning..................... 11 Section One: Going Ape........................126
Section One: Blood on the Docks.......12 Section Two:
Section Two: Baumann and Buche..... 15 Run Through the Jungle.............. 134
Section Three: Baumann’s Prize....... 19 Section Three:
Section Four: Maps and Legends.......25 Death and the Maiden....................... 137
Section Five: Crystal Lake Island and the
The Belly of the Beast ...................38
Section Six: The Chase ........................ 44 Stone of the Heavens.......147
Section Seven: Libertyville................49 Section One: Life on the Island...... 147
Section Eight: Hell’s Triangle......... 56 Section Two: Under the Island........157

Act II: Islands Yarashad......................................... 175


of the Damned.................62 Section One: Ocean Deep,
Mountain High.....................................175
The Islands............................................... 62 Section Two: Nature’s Way..............177
The Arrival...............................................63 Section Three: The Boneyard..........179
The Isle of Undeath.....................69 Section Four: Harry the God.............181
The Isle of Undeath: Act III: Red Skies
Surface Level ......................................69
The Isle of Undeath: The Dungeon...... 75 at Sunset....................185
Level One: The Observatory.............. 75 Prologue....................................................185
Level Two: The Library.......................76 Section One: A City Under Siege......189
Level Three: Daen’s Quarters......... 78 Section Two: Yarash Rising..............196
Level Four: The Labyrinth.................80
Level Five: Undead Finishing School.... 87 Epilogue..............................203
Level Six: Reanimation........................... 91 What Next? ......................................... 204
Aftermath..................................................93
The Boneshaper’s Throne.........97 Dramatis Personae........209
Ship Crews.........................................................210
Section One: All Against All.............97
Act I: Red Skies at Morning...................... 212
Section Two: Freak
Act II: Islands of the Damned.................... 218
on the Borderlands..........................104
Act Three: Red Sails at Sunset............ 242
Section Three: Head Games..................111

Black Sails Over Freeport 3


- Introduction -

4 Black Sails Over Freeport


- Introduction -

W
elcome to Black Sails Over Freeport, the sixth A map of Freeport with all locations necessary for this adventure
installment in Green Ronin’s series of d20© System is located on pages 252-253
adventures. To play Black Sails Over Freeport,
you’ll need the PHB, DMG, and MM. This adventure
makes mention to previously published books about Freeport, Encounter Levels
primarily Freeport: The City of Adventure and Denizens of Black Sails Over Freeport is designed for a party EPL (Effective
Freeport. Familiarity with these books will certainly enhance Party Level) 6, which typically means four 6th-level characters.
your roleplaying experience, but they are not required. Stats and Adding more or lesser-powered characters can change the party’s
background information are provided as needed. GMs may also EPL and the amount of experience points awarded to each
find Tales of Freeport handy for source material, new locations, character. It can also make certain encounters too hard or too easy
and short “side trek” adventures. for the party.
Although Freeport is designed for use in any campaign world, To ensure that a party is in the proper range for this adventure,
names have been provided for some prominent people and places, determine the encounter level as if your players were monsters
most notably the previously unnamed God of Pirates, Harrimast. (Consult Chapter Three of the DMG for information on Encounter
These are merely suggestions, and can be changed to better fit Levels), and then subtract 4 from the result to get the value.
your own setting.

Adventure Synopsis
B
lack Sails Over Freeport allows the PCs to prevent a lost, Act I ends with the PCs traveling to Hell’s Triangle and arriving in
evil god from rising again and destroying Freeport, and an otherworldly ocean where Yarashad is set to appear. Four other
they must race against time to do it. islands sit before them.
Act I starts the characters off at the Docks in Freeport, In Act II, the PCs must explore the four islands, home to Yarash’s
where an odd gnome requests they hold onto a map for him. remaining Full-Fathom Five. Here, the PCs need to extract the
Through the course of this part of the adventure, the characters artifacts Yarash gave to his undead henchmen, who were supposed
learn that the map is ancient, and it leads to a mythic island called to use the items to bring back their master. Jealousy and delusions of
Yarashad, where great treasures are said to rest. The more they grandeur set each of the remaining members on paths to fill their own
research, however, they learn that the island is associated with a agendas, however. The PCs have to deal with the Five’s machinations
lost, evil god (Yarash) and his pirate henchmen called the Full- while they explore the islands, and they must fight these powerful foes
Fathom Five—a bit of interesting history that Sea Lord Cromey to gain their artifacts—which won’t be easy.
went to a lot of trouble to erase from Freeport’s records. While
In Act III, the PCs return to Freeport with vast amounts of
they go off in search of a magical sextant to take them to the
treasure and Yarash’s artifacts. While the city and the PCs deal
island, they also learn that Yarash’s cultists want the magic item
with a growing war between the nearby barbarians and the elves
just as badly.
and an orc uprising in Freeport, the presence of these items in the
Meanwhile, this chapter foreshadows civil unrest with the Material Plane allow Yarash and the Son of Yarash, a kraken, to
city’s expanding orc population and a growing war between the return. The PCs must once again save the City of Adventure from
barbarians and the elves that come to a head in Act III. monumental impending doom!

The Lost History of


the City of Adventure
I
n the beginning, there were two gods, and every seafarer had to from the seas riding a kraken that gorged itself on lifeboats; and a
choose between them. If you worked a merchant vessel, or took cold-blooded demigod who cleared enemies’ decks with a wicked,
to the oceans for pleasure, you made a sacrifice to Harrimast, the flashing hook he wore at the end of his arm.
great god of pirates (F:COA on pages 95-96). You’d weigh down
Over time, the pirates turned to worship Yarash in his own right—
a few kegs of choice ale and wine, waterproof a chest full of gold and
a certain kind of pirate, that is, one whose lust for battle and blood
potions, sprinkle the whole collection with a few drops of captain’s
overshadowed his hunger for gold. These pirates sent untold
blood, and maybe, just maybe, Harrimast would intercede on your
numbers of sailors to the depths of the seas to appease Yarash;
behalf, sparing your vessel from corsairs or natural disasters. But, if
they horribly tortured countless others until they praised Yarash’s
you didn’t pay proper obeisance, you’d better pray that whatever god
name and joined their zealot captors. By then, the converts’ minds
you did worship was on your side, for Harrimast would turn the full
were so broken that they only thought of inflicting the same pain
fury of his followers against you. And they didn’t come any wickeder
they had suffered upon others.
or more ruthless—unless, of course, they worshipped Yarash.
Eventually, the pirates of the world’s seas divided their allegiances
In the heavenly hierarchy, Yarash began as Harrimast’s first mate,
between the two deities. Those pirates who respected self-
a cosmic messenger who appeared to pirate captains in visions,
interested acquisition, romantic adventure, honor, and who showed
stirring their blood for battle; a vicious, avenging deity who rose

Black Sails Over Freeport 5


- Introduction -
their enemies some small mercy, worshipped Harrimast; and those The five pirates refused. Daen Danud, a proud, cruel captain,
who sought to terrorize the seas, turning it red with their enemies’ was arrogant enough to think he could reach greater glory on his
blood, devoted themselves to the sadistic Yarash. Harrimast own by staying loyal to Francisco, who had proclaimed himself
saw his right-hand man’s power and perversity growing, and it a Sea Lord of Freeport (along with his bitter rival but ally of
appalled him. Yet, instead of banishing his lesser—for Yarash was convenience, Drac). Francisco, this diabolical captain believed,
too useful for that—he decided to discipline him. could be easily manipulated once he took control of Freeport.
Moab Cys’varion, a drow hardened in the gladiatorial clubs of the
A century of torture in the bowels of Harrimast’s celestial
pirate city, owed a blood debt to Francisco, whose agents had freed
dreadnought left Yarash repentant—at least outwardly. His limbs
him from bondage.
cracked and bloody and his prized kraken walled in a cavern deep
beneath the waves, Yarash crawled to his master’s feet and swore
renewed fealty. Bizarre Love Triangle
But he would have his revenge. And he would use the city of Then there was the trio—the love triangle. Zoltan Zaska, a vain,
Freeport to do it. swaggering, swashbuckler, had no use for Yarash, for he loved
the thrill of the chase, not the dark delights the vile demigod
The Great Betrayal offered. Besides, leaving Francisco’s service meant abandoning
his true love, Black Jenny Ramsey, a flighty, fiery heiress whom
Freeport began as a paradox. It was founded as a safe haven he had initiated into the life of piracy. Jenny had no real love for
for pirates, an ideal spot for them to rest and refuel after long Francisco, but she wouldn’t leave her other paramour, a starched,
voyages of plunder. But they could only visit if they observed a stiff-necked bore named Ezekiel Carthy, who had devoted himself
strict code of conduct and left their buccaneer ways on the high to the Sea Lord.
seas.
Spurned by a collection of weaklings and cowards, the angry
So a city founded by and for pirates required that its citizens Yarash locked himself in Harrimast’s celestial torture chamber to
stop being pirates. Even though the restriction only applied to prevent his roars of rage from reaching his master’s ears.
the island, it had an effect on the buccaneers’ adventures on the
But he would have the last laugh soon enough.
high seas. They became a little less bloodthirsty; they became
adventurers rather than despoilers. And they slowly returned to the Drac, you see, was thinking along the same lines as Yarash. He
worship of Harrimast. knew the war would ruin Freeport, so he went in secret to the
continental powers and signed a treaty behind Francisco’s back;
To the venerable pirate lord, Freeport’s growing stability and
the treaty ended the conflict and gave Freeport official recognition
renewed worship of him proved his own wisdom in not banishing
as a city-state. Francisco didn’t learn about the settlement until
and robbing the upstart Yarash of his power; the return of the
he led his fleet into battle—whereupon, the double-crossing Drac
pirates’ veneration to Harrimast caused Yarash’s powers to wane
didn’t join the fight.
without the good captain’s intervention.
As the five pirates who earlier refused Yarash stood drowning on
For Yarash, however, Freeport was the last straw. Pirates
the decks of Francisco’s ships, watching the waters redden with
respecting laws? Pirates tempering themselves? Pirates bowing
pirate blood, they rebuked Harrimast—how could the god of
down before a cowardly god?
pirates allow this to happen to his sovereign nation? Then, with
Even the Great Raid, the greatest piratical event in Freeport’s their dying breaths, they swore allegiance to the one power that
history, repulsed Yarash. To the bloody-minded god, the Great could save them.
Raid—in which the great Captains Drac and Francisco rallied all
Yarash heard. And he laughed.
the pirates of Freeport to take on the world’s navies—represented
an unthinkable compromise. He wished every captain in the fleet
would have immediately attacked his neighbor or have stood alone
against the wolf pack of naval frigates. In his eyes, only the weak
The Full-Fathom Five
formed alliances. And if the pirates needed strength in the face of While Harrimast was busy overseeing the rise of Drac and feeding
their enemies, they should have prayed to a god who truly knew off the fatty prayers of Freeport pirates, Yarash plucked the five
about battle. apostates from the afterlife, and he deposited them on five boats in
the deep ocean. Though now undead, the captains yet remembered
So Yarash felt a bit of righteous glee when the harassing navies the promise they had made in their former lives, and Yarash
regrouped and prepared for an all-out war against the pirate city, a appeared to them clothed in flesh and bearing powerful artifacts—
war the weakened corsairs could not win. With the pirates crushed, weapons and tools Harrimast had long ago given him to work his
Harrimast would lose his worshippers, and thus, his power. And will upon the waters. From the quarterdeck of the lead vessel, The
then Yarash would put an end to his hated master. Drowned Maiden, Yarash laid forth his plan.
But Yarash would preserve a few of Freeport’s pirates to carry on You are my Full-Fathom Five, he said. In this disguise, I will
the traditions so dear to him. For this honor, he chose the most lead you, so that the craven Harrimast remains unawares. Under
cunning and powerful among them, those who still had some of my direction, you will become the scourge of the seas. You will
the old fire, and he appeared to them in their dreams. “Stay out plunder and spill blood as no pirates before have dared, for you
of the coming battle,” he warned them. “Stay behind, and I will will do it tirelessly, and you will do it with a god at your side. You
make you the first of a pirate race that will rule the seas for a will teach the navies of the world that what they have bought is not
millennium to come”. peace but a respite. And you will teach the pirates of Freeport that

6 Black Sails Over Freeport


- Introduction -
they are not worthy to bear that title. They will join us, or they will In life Carthy had been more of a captain than a pirate. Unlike
be thrown out to sea—piece by piece. his fellows, he lived by duty and discipline, and felt a keen sense
of loyalty to his pirate homeland. After a time, robbing became
So the Full-Fathom Five, with a god at their head, embarked on
too distasteful for him, so he plunged himself into service in
the most savage mission the oceans had ever seen. They didn’t
Francisco’s navy. The only distraction he permitted himself
know Yarash’s full design—to provoke the continental navies into
was Black Jenny Ramsey, a fierce pirate lass who had stolen his
declaring another war on Freeport, a final confrontation that would
heart—and was content to toy with it, flirting endlessly with a
bring every seagoing vessel in the world to the waters around the
loathsome cad named Zoltan Zaska.
pirate city. And then Yarash would cast a powerful summoning
spell to free his prized kraken, which his followers called the Now the fleet was gone, and to save himself, Carthy had sworn
Son of Yarash, and set it loose on the hapless vessels. With every himself to the most repellent master he could imagine. Deepening
seafarer in the world dead and every worshipper of Harrimast his isolation and self-disgust was the knowledge that the woman
gone forever, Yarash’s old master would be powerless. And then he held above all others, and his rival for her affections, had
Yarash, engorged on the blood sacrifice of the war, would dispatch also plunged themselves into Yarash’s service. And both of them
the cowardly pirate lord once and for all. enjoyed the new roles Yarash had given them. How could Carthy
have been so wrong about her—and about himself?
The Five just understood that a god had given them the license
to commit unheralded cruelty upon the ships they attacked. And, Yet he had sworn an oath to Yarash, and he was bound to it. But
within just a few weeks, they had captured and sunk dozens of his seething rebelliousness found other ways to surface. Evening
vessels, putting their crews to the sword in blasphemous rituals, after evening, as he sank into the half-sleep of the undead, the
while Yarash’s avatar looked on in ecstasy. ghostly image of his former master, Francisco, standing on the
prow of a burning vessel visited him. Look at me, Carthy! the
long-dead Sea Lord yelled to him. Look at what I sacrificed, what
Message From The Mainland we all sacrificed, to save that damned city of ours. And this is how
The continental powers sent a warning to Freeport: This had to you repay my memory? Drac betrayed us, but Freeport did not.
stop now. Drac’s successor, Sea Lord Cromey, knew only too well Would you tear the heart from our home? And for what?
how much the city stood to lose if it went to war. So, assembling The first evening, Carthy ignored the dream; by the end of a
a fleet of the most trusted captains on the island, he took to the fortnight he was so consumed with guilt he was ready to end his
waves to seek out and destroy this marauding band. unlife. Only his sense of duty and his love for Black Jenny kept
Cromey’s men met the Five on the high seas, and they fought him from self-destruction. He knew he had to right his great
frequent and bloody battles. Always, their projectiles exploded betrayal to the homeland he loved, however. For, if his life was
in the air before striking the Five’s armada, and their grappling to truly perish, he wanted it to end while he served Freeport, not
hooks melted when they struck home. Then, when the Freeport some vile master.
fleet closed enough to send men over to the enemy vessels, they On a moonless night, there was a roar from the belly of Carthy’s
discovered far greater problems: whenever a Freeporter fell, he ship, The Coral’ed Corpse, and the vessel blew apart. The other
rose from the planks as a gibbering zombie, hungry for the flesh of undead crews closed on the damaged craft, trying to salvage it.
his former comrades! They prevented it from sinking, but many sailors were been lost,
Cromey grew desperate. Then he remembered Hell’s Triangle. including the captain himself. The Five put the rest of the crew
to the sword for suspected sabotage—but the real saboteur had
The patch of ocean had become legendary as a graveyard of ships, escaped long before the ship was scuttled, and he was about to do
for those who sailed in never returned. Even if the skies were clear even more damage.
for miles around beforehand, when a ship actually approached the
Triangle, storm clouds soon gathered and winds whipped the boat. Carthy, dripping brine and stinking of death, arrived on the deck
Then all became quiet. of Cromey’s flagship. Cromey’s officers, thirsty for vengeance,
drew their blades and advanced on the creature. But the old sea
Cromey knew he couldn’t beat the pirates in a straight fight. hand Cromey knew Carthy and remembered him favorably. As
But he thought he might be able to do the next best thing: lure he looked into the undead man’s face, something there reminded
them into the Triangle and drive them out of the world forever. him of the man who had gone to his death valiantly in the service
This approach didn’t seem any likelier to work than his original of the city. When the creature asked him to hear him out, Cromey
offensive, but it was the only chance he had left. He readied told his men to stand down, and he invited Carthy to his cabin to
his captains for a frantic game of cat-and-mouse in the most explain himself.
dangerous water in the world. The whole fleet knew it was a
suicide mission, and tensions ran high. Would mutiny destroy the Grateful for the courtesy, the undead captain told Cromey his
gallant armada before the corsairs did—or the whirling triangle story and the whole bloody history of the Five; the tale sickened
of ocean—or perhaps the Continental navies, which waited just Cromey to the core. Carthy then said to him, I know what you’re
beyond the horizon? trying to do. The Five know well of the Triangle. And they will
approach it without fear because they have a tool that will let them
It was a bleak moment for Freeport. Then fate lent a hand. survive its battering seas...or at least they believe they do.
With that, he withdrew a sextant from his coat pocket. The brass
The Apostate device pulsed with magical energy and bathed the cabin in an
otherworldly blue light. This sextant, Carthy said, is one of the
Even the dead can dream. And in the nights since the long battle artifacts Yarash brought to the world when he clothed himself
began, Ezekiel Carthy had come close to drowning in them. in flesh. Without it, their fleet cannot survive the maelstrom. And

Black Sails Over Freeport 7


- Introduction -
without me at their side, you should have a fighting chance to
defeat them. The Legacy of the
Such is my penance, he added with a faint smile. I throw myself on
your mercy, even though I deserve none.
Full Fathom Five
Carthy, whom the Sea Lord spared, settled quietly into Freeport
Cromey took the sextant and turned it over in his palms. He felt as
life. After many men’s lifetimes of prayer and self-denial, he
though he were holding all of Freeport.
finally won Harrimast’s forgiveness. He talked no more about his
former life, and over time, the people of Freeport forgot the great
The Islands of the Damned battle—along with the wicked god who had instigated it. As Cromey
and his lieutenants didn’t want any other pirates to know just how
Yarash’s servants plummeted for days. One moment they had close Freeport’s forces had come to defeat, they carefully culled
been closing with the Freeport fleet, inflicting punishing losses all accounts of the Full-Fathom Five from the official records. At
on them, and the next—well, it was hard to say. A storm struck, the same time, they quietly endorsed worship of Harrimast. Within
and then a wave big enough to drown the entire world crashed two generations, the evil Yarash’s existence was reduced to a mere
into them. rumor: a story of a vanishing island that held unimaginable riches
When the four undead pirates regained their senses, they were but also mortal peril. The stories called the island Yarashad.
clinging to the wreckage of their respective ships, floating But the god and his henchmen endured in disgrace. Trapped on
through a chain of small islands. In desperation, they called on the Islands of the Damned in another plane of existence far from
Yarash for help. But Harrimast answered their prayers. So, dogs, the human world, the pirates created grotesque societies of their
roared the towering, bearded apparition that appeared in their own. Each corsair took control of an island, and used an artifact
minds’ eye, what capital mischief ye have been making! But now, from Yarash’s avatar to warp it to his or her own wicked ends. The
I’m calling an end to yer gamboling. I leave ye here, on these islands became nations in miniature, each with a horrific social
Islands of the Damned, to live out the dogs’ lives ye have chosen structure of its own, and each in conflict with the others, as the
for yourselves, forever removed from the company of Freeport’s captains played out the petty jealousies and treacheries they had
mortals— and their blood, which ye crave, and their trinkets, for brought with them from their mortal lives.
which ye kill them.
Unworthy. Still Yarash sent them dreams. He told them of his
The captains only redoubled their cries to Yarash, but travels through inter-planar space, drifting across bleak starscapes
Harrimast’s laughter nearly split their eardrums. As for the whelp on his miserable chunk of rock. But, he told them he had found
ye worship, the deity said, he may be crafty with a cutlass, but he a way out. He had studied the movement of the island, and he
ain’t as clever as he claims—hiding himself inside a man’s body, determined that it would pass once again into the island chain
girding himself with pretty toys…a damned fool of a whelp he is. from whence it came—when the stars had reached a certain
And now he’ll pay. configuration. The remnants of the Full-Fathom Five could then
With that, Harrimast revealed Yarash—hanging thirty feet above free their former master from his prison—but only if they worked
the water, surrounded by a whirling globe of chains—to the together and pooled the artifacts in their possession, for they
captains. He still bore his avatar form, and the artifacts (minus would need all of the powerful arcane tools to overcome the traps
the sextant) that focused his power circled around him. Ah, me and tests Harrimast had placed on the island; and Yarash would
old companion, Harrimast said. It’s come to this. One last chance need the artifacts to return to full strength when he manifested and
I give ye; renounce yer ways, and swear fealty to me. to summon the long-sleeping Son of Yarash, the kraken, from its
watery tomb…
Yarash spat toward the heavens. You will die at my hands!
Though Yarash’s plan proved simple enough, the pirates would
Harrimast gave out a great sigh. Then he ripped Yarash to pieces. never trust each other enough to pool the artifacts they held.
And even if they could agree, they still needed Carthy’s missing
As the undead captains watched in horror, the bloody chunks of
artifact, the sextant—the most valuable one, and the one that
their master plummeted into the ocean, sending up great gusts of
would unlock Hell’s Triangle. And it lay in the human world, far
steam as they struck. But Harrimast wasn’t done. So much fer yer
beyond their reach.
flesh, whelp, he spat. Yer spirit I condemn to the Abyss.
So Yarash sent other dreams to different men. He sought out the
With that, he hurled the divine energy that had been his first
cruel and the weak willed, and he whispered to them terrible
mate towards one of the small islands; it struck with the force of
secrets, dark, delicious secrets. Over time he created a cult,
a meteor, plowing a mile-long furrow into the tropical sod. The
dispersed across the world, ready to do his bidding among the
force propelled the artifacts from his body, sending each flying
human race. Yarash has charged his cult the task of recovering
toward a nearby island.
the sextant and bringing it through Hell’s Triangle. Once in the
And so ye won’t get lonesome, Harrimast jeered, here’s the Triangle, they are to persuade the undead pirates to give up the
trinkets ye craved so greatly. The god opened his palm, and remaining artifacts—by any means necessary.
thousands of pounds of gold and jewels and other valuables
If they succeed, Yarash will rise and lead a rejuvenated Full-
rained from the sky, burying his first mate’s vile soul. Then he
Fathom Five across the oceans of the world, leaving blood and
blew across the face of the water, and the island vanished with a
bones in their wake. The armies of the world will converge on
whisper of wind.
Freeport, sink its fleet, and raze the city to the ground.
The pirates cringed, waiting for Harrimast’s next attack, but the
Unless…
god had departed, leaving them to their fate.

8 Black Sails Over Freeport


- Act I: Red Skies At Morning -

10 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Act I: Red Skies At morning
W
e begin with the news of war breaking out on the magic device to free himself from exile and destroy the city whose
mainland. Privateers, who know that Freeport’s very existence mocks him. The characters are one step ahead of
Admiralty will soon be issuing Letters of Marque the cultists, but not for long.
(essentially renting out Freeport’s buccaneers to do
After a brief excursion to Freeport’s prison barges, the characters
what they do best on behalf of another country), head to the city in
finally get their hands on the sextant, only Buche can’t figure out
droves. But since the Captain’s Council hasn’t named a new Sea
how to operate it. When the characters return to Carthy to get
Lord, the Admiralty has stopped issuing the revenue-generating
some answers, they find him gone, his home ransacked, and a
Letters. The Council, meanwhile, is in a state of deadlock, as the
squad of cultists waiting in ambush. The ensuing chase eventually
wily politicians try to mold the rules of succession to serve the
leads to the smoldering ruins of Libertyville, where the PCs
needs of their private factions—while simultaneously trying to
discover a temple to Yarash, a battered hostage, and another gang
better their own positions.
of cultists ready to die.
But other problems seethe below the surface. Orcs have streamed
Once rescued, Carthy agrees at long last to help the PCs use the
into the City of Adventure in ever-larger numbers to assist in
sextant to navigate Hell’s Triangle. But he also has a secret to
the refurbishing of Milton’s Folly, and the natives aren’t happy
reveal…
having that many savage humanoids swarming the streets,
particularly ones who work for cut-rate wages. Upping the
tension: the Sons of Krom, a radical orc-rights group whose
leader, Drak Sockit, claims to be a descendant of the last Sea
First-time Freeport
Lord—and who broadcasts that piece of information to any
human within earshot.
Adventures
If you’re Game Mastering for a group already familiar with
The characters, blissfully unaware of these details, begin the
Freeport, great! They already know much of the city’s flavor, who
adventure at the Docks, looking for their next job. This time, the
holds the reins of power, where they can buy supplies, get a decent
job finds them, in the form of a gnome named Flint Quickfoot.
meal, or hurl themselves into a scrap.
Flint rushes up to the adventurers, and he begs them to keep a
scroll case for him while he eludes some pursuing pirates. The Not having prior knowledge of the city’s ins and outs won’t
PCs eventually learn that Flint has acquired a map that leads to the hamper your group’s enjoyment, however. All they really need
fabled Yarashad, a long-lost island that said to house a legendary to know is that Freeport is a former pirate haven gone legit, at
treasure hoard. Unable to decipher the map’s text, Flint sent a least on the surface. Traditionally ruled by a Sea Lord, the last
note to his academic/treasure-hunting friend on the mainland, man to bear that title, Milton Drac, has recently been killed. The
Lucien Buche, who promised to take the next ship to Freeport. Captains’ Council, an advisory body made up of Freeport’s
Unfortunately, Lucien’s ship crossed paths with the Kraken’s Claw, powerful and privileged, has been ruling in the Sea Lord’s stead,
a marauder captained by the bloodthirsty Morgan Baumann, who while opposing factions within the Council alternately try to
has brought the scholar to Freeport as her captive. enforce and circumvent the rules of succession that will give the
city a new leader. If the PCs need to learn anything else, they can
Once freed from Baumann’s clutches, Buche reveals that finding
discover what they need the same way any visitor to a foreign
the island isn’t the difficult part. To reach it, the characters have
place would: by asking the locals. As the GM, you get to decide
to traverse the one area of the seas that even the most stalwart
how accurate that information may be.
pirate fears: Hell’s Triangle. Buche insists that he knows a way to
successfully traverse the obstacle that’s sunk a thousand ships: a Before you unleash your group on Freeport (or vice-versa), think
magical sextant that is rumored to be in Freeport. of an appropriate reason for their visit. Perhaps they want to see
with their own eyes the place they’ve heard so much about, good
Further research about the sextant at the Temple of the God of
and bad. Maybe they have relatives they want to visit, scores they
Knowledge leads to a startling discovery: the sextant’s previous
want to settle, or a past they’d rather forget (you can also consult
owner, Ezekiel Carthy, was part of a band of pirates who
pages 109-117 of Freeport: The City of Adventure for other
worshipped a long-forgotten god named Yarash. The group,
ideas). Your players will spend several days in the city, so let them
who called themselves the Full-Fathom Five, satisfied their
fulfill their personal agendas as the first part of the adventure
god’s hunger for blood and booty in equal measure, and had
unfolds to add greater depth to their experience and to personalize
once planned to destroy Freeport itself. Only Carthy’s defection
the adventure.
prevented the pirates’ plan from succeeding.
Section One presents two pieces of opening flavor text to read
Some further investigation reveals that Carthy’s namesake still
to your players. The Landlubbers section suits characters first
lives in the city. When approached, the elderly gentleman, with
setting foot in Freeport, and begins with them debarking from the
great reluctance, reveals his family turned the sextant over to
ship that carried them from the mainland. The Old Salts section
the Sea Lords long ago. But the city’s leaders have lost track of
assumes that the PCs have been in town for some time, and it
the item, and it has now fallen into some very unlikely—and
starts with a trip to the Docks to see what new trouble awaits them.
unhuman—hands.
From there, the adventure unfolds in the same fashion. (Of course,
The characters aren’t alone in their search. A band of Yarash’s experienced Freeporters may call upon old allies or seek out old
cultists are scouring the city for the sextant. Yarash needs the enemies along the way).

Black Sails Over Freeport 11


- Act I: Red Skies At Morning -
Section One: Blood on the Docks
A
nother morning dawns on Freeport. The previous
evening’s blood and effluvia drain into the sewers and Landlubbers
out to sea. In the Merchant District, the dayshift guards
relieve their bleary-eyed compatriots, while the men they
One thing is certain: You’ve definitely had better
guard enjoy their breakfasts and oversee their staff, as they busily
times at sea. Since leaving the mainland two weeks
unlock bars and gates and disable the protective spells that kept
ago, you’ve endured almost constant storms, as if the
the bandits away for another night.
ocean itself wanted to prevent you from reaching your
In the twisted alleys of Scurvytown, the inebriated and walking destination. Then, last night, without warning, the rain
wounded step over the corpses of the less fortunate, while those ceased. You could finally eat your dinner without using
who prey on the weak retreat into dark corners to count the fruits one hand to hold down your plate. You could go up on
of their labor. Buckets of filthy water are emptied into the streets, deck and see the stars as the water parted effortlessly
carrying the blood and teeth from the previous night’s “festivities” before the boat. And you could sleep without lashing
into the sewers. yourself into your bunk.
You woke early and walked up to the foredeck to
The family men and women of the Eastern District struggle watch the sunrise. And there in the distance, bathed in
awaken after another night of too little sleep. Some troop off to the red hues of dawn, you saw it: Freeport. Crouching
do menial labor, cleaning— or building—the houses of the more on the side of the island like a buccaneer about to leap
prosperous Freeport residents; others load wares onto carts, pack across the gunwales, the city stares back at you with
animals, and children, and then make their way to the Seaside equal parts menace and hearty welcome.
Market for another day trying to make an honest living. This is the city where pain and plunder are reaped
The early hour has far less significance on the Docks, where the and collected, the city that destroys the weak and feeds
first rays of sunlight fall upon the one section of the city that them to the strong, and the city where any innocent
is already awash in activity. The PCs begin our tale amid this cleric might be a lunatic cultist in disguise.
buzzing mass. When you arrive, people going about their daily
business, loading and unloading cargo, fill the docks. As
If the characters are new to Freeport, fresh off the boat, proceed the crew of your ship throws out mooring lines to their
to the Landlubbers section; otherwise, proceed to the Old Salts compatriots on land, you have plenty of time to take in
section. the vessels beside you.
Next to your ship, a cargo vessel is offloading some
of the oddest cargo you’ve ever seen: orcs. It unnerves
you to see these creatures you’ve battled numerous
times walking unhindered through throngs of ordinary
people. Evidently, you’re not alone in this assessment,
for more than one stevedore glares as the orcs tread
past.
The full din of the docks envelops you as you
walk down the gangplank onto solid ground. You are
beginning to wonder where you should begin your first
sortie into the city when a short, slender figure runs
toward your. When the little man, a gnome, reaches you,
he bends forward, hands on his knees, trying to catch his
breath.
“Hello, hello, hello,” he says between pants. “Good
to see you. I thought you’d never get here.”

Proceed to the Little Folk, Sea Dogs & Greenskins section.

Old Salts
You awaken, like most mornings, to the sound of
seagulls. Dawn has not long passed, and from your
window you can see the sky painted in red hues. It’s a
gloomy start to your day, which makes it seem much like
any other in Freeport.

12 Black Sails Over Freeport


- Act I: Red Skies At Morning -
The smell of this morning’s repast wafts up as you
enter the dining area. Though the fare may be tasty,
you have other matters on your mind than breakfast.
Flint’s Responses
For today you have no obligations to fulfill, no scores What do we need to look after?
to settle, no wrongs to avenge. Today, you start anew. “It’s a trifle, really, just this small case. And what’s
As you step outside and make your way through the inside it, of course.” He shoves a two-foot-long, half-
streets, you see a city in varied states of wakefulness. inch-diameter scroll case made of hollow bone to the PC
The streets in your area are relatively empty, as its who asked the question.
residents linger over the meal you wolfed down. The
Seaside Market is livelier, with merchants preparing What’s in it?
their stalls for another day of haggling and trading.
“A map of some sort. Don’t bother—if I can’t read it,
You continue seaward, toward the thumping heart
neither can you.”
of Freeport: the Docks. If you’re looking for trouble
during the daytime, or hoping to stop it before it We want more money.
spreads, the Docks are the place to be.
“I’d love to engage in a robust haggling session with you
Indeed, there seems to be a change in the quality of
after you hand this back to me in one hour’s time. But 50
the air as you reach the place where the city meets the
gold is what I have on me now, and they’re going to be
sea. It feels more energetic and alive—and tense. When
here any second.”
you see a long line of orcs emerging from the hold of a
cargo ship, it doesn’t take you long to see why. No, we really want more money.
Certainly, you’ve heard that the city needed cheap
labor to assist with several construction projects, “Okay, okay, okay. Listen, this is the key to more wealth
but you never thought they meant that cheap. Seeing than any of you have ever laid eyes upon. You can
the orcs tromping around in droves is disconcerting. bargain with Lucien after we find a way to get it to him.
Evidently some of the stevedores are also dislike the Right now, however, I’m rather in danger of having my
arrangement, for you see them giving malicious glares head forcibly removed from my body, an event I’d like
at the passing line. to put off if at all possible. Okay?”
Then, a short, slender figure runs toward you, Where did you get the map?
grabbing your attention away from the city’s newest
imports. Surprisingly, the little man, a gnome, stops in “I bought it from someone who had no idea of its true
front of you, and then leans forward to place his hands value. Quite a bargain, really.”
on his knees, as he struggles to catch his breath. Why us?
“Hello, hello, hello,” the little man wheezes
between gasps. “Good to see you. I thought you’d “You come to the Docks dressed like that, and you need
never get here.” to ask?”
Who’s this Lucien fellow?
“A scholar, one of the best on the mainland. He studies
Little Folk, Sea Dogs & fungus and dragons, mostly, but treasure hunting’s a bit
of a hobby of his. If you consider spending every waking
Greenskins (EL5) moment submerged in a fantasy world where there’s
always more treasure to be plundered to be a hobby, that
Though the PCs may have a hard time believing it, the Captains’
is. Pastime, perhaps? Anyway, he’s very smart.”
Council actually invited the orcs to Freeport. After the debacle
of Milton’s Folly (chronicled in the Freeport Trilogy), no one in Who’s after you?
Freeport wanted to work on the lighthouse, leaving the Council
“Pirates. Nasty ones. Baumann’s boys from the Kraken’s
with a problem. To save the project from total failure, the Council
Claw. They’ll be here any—oh, no, there they are!”
elected to remove the magical elements from the structure and
replace them with good old-fashioned rock and mortar. Since
only the orcs proved willing to work on the project, the Council
offered them the task, resulting in the exponential growth of the
Flint asked a friend, Lucien Buche, to come to Freeport to
orc population—which has presented another problem: where to
examine a treasure map Flint discovered. Then Flint heard a rumor
house them.
that the Kraken’s Claw waylaid his ship, whereupon the ruthless
As every tenement in Scurvytown currently overflows with the Captain Morgan Baumann took Lucien prisoner. Flint heard
brutes, the Council decided to divert some of the incoming labor to Baumann’s boat was coming in, and he raced to the Docks to find
clear out the jungle encroaching on Drac’s End; there, the orcs will Baumann’s men leading his friend off the Kraken’s Claw. The
build more housing on the reclaimed land. Community reaction gnome tried to contact the heavily guarded Lucien, but Baumann’s
has been, as the PCs are about to discover, decidedly mixed. pirates chased him off. Soon afterwards, they realized their
mistake: if the gnome had something for the academic, then that
The gnome who has just run up is Flint Quickfoot. He doesn’t
information or item was certainly something Captain Baumann
know the PCs, and they don’t know him. But Flint is in a bit of a
would want to know about. Thus, they began to chase him.
bind, so he’s pretending otherwise.

Black Sails Over Freeport 13


- Act I: Red Skies At Morning -

Tired and running out of breath, Flint luckily spotted the PCs, and (if not, they need only ask around about any nasty pirates who
thinking them eminently capable of taking on a few pirates, he has may have docked recently). And the book that the players discover
approached them about keeping the map for him. on the pirates’ corpses in Section Two: Baumann & Buche could
just as easily show up in this section. But the PCs will have a hard
Flint doesn’t tell the adventurers this, of course. His bottom line:
time rationalizing this course of action to Lucien, who will be
someone wants to steal something from him, and he needs the PCs
less than enthusiastic about giving them any information if they
to guard it until he can shake the pursuit. All the PCs have to do is
murdered his friend.
hold this thing for an hour; thereafter, they should meet him at the
Rusty Hook (F:COA on page 43). He’ll pay 50 gold pieces now, Right now, though, a quartet of marauders is looking for trouble.
plus another 150 when they bring the item to him at the appointed If the PCs let Flint run off, read the following:
place and time.
Your PCs will probably react to this encounter with skepticism. From around the corner of a nearby warehouse
Time is short for the gnome, however, so you should play up stride four men with cutlasses in their hands and a thirst
Flint’s nervousness, having him look around anxiously and rock for blood in their eyes. They spot the gnome dashing
back and forth on his heels. You may also want to keep track of away, and they move to intercept him. Unfortunately for
time, interrupting any line of questioning with the next section of them, they have to move through the thick lines of orcs
flavor text after a full minute elapses. to do so.
Flint responds to a few likely questions the PCs have (See the
Flint’s Responses sidebar on the previous page). Anyone using If the PCs prevent Flint from escaping, read the following:
Sense Motive (DC 10) on Flint realizes the gnome is definitely not
bluffing.
From around the corner of a nearby warehouse
If the PCs haven’t accepted the offer by the time the pirates show stride four men with cutlasses in their hands and a
up, Flint simply drops the scroll case and the gold on the ground thirst for blood in their eyes. Their weathered faces,
in front of the PCs, and then he runs like hell. The pirates spot scraggly beards, and bare feet mark them as men more
him and give chase. If your group actively prevents Flint from accustomed to the boards of a swaying deck than the
escaping (by tying him up, casting hold person or charm person, immovable stone they now stand upon. They see the
etc.), the fight that’s about to erupt provides enough distraction for gnome standing in your midst, and they move with
the gnome to get away. measured paces toward you. Unfortunately for them,
they have to move through an increasingly dense crowd
Killing Flint outright makes the next few scenes a bit more
of stevedores to get to you.
difficult to play, but not impossible. The PCs should now know the
names Lucien Buche, the Kraken’s Claw, and Morgan Baumann

14 Black Sails Over Freeport


- Act I: Red Skies At Morning -
The PCs can either stand where they are, move to engage the conveniently, away from the PCs. Unless the PCs act very fast, or
pirates, or begin a tactical retreat. Before they’ve gone more than a resort to magical means, they won’t catch the brigands.
few steps, something much bigger occurs.
After 12 rounds (six rounds if the PCs engage in the fracas), read
Flint (1): hp 25. this:
Sea Dogs (4): hp 28.
The din of crashing metal and pained screams makes
Before the pirates can maneuver through the dense it difficult to hear anything other than the steady pulse
throng, a sudden silence descends on the proceedings. of blood through your head. So, at first, you have trouble
A quick glance around determines the cause: an orc has identifying the shrill sound cutting through the cacophony.
fallen to his knees, clasping a gushing head wound. A But a glimpse of swinging batons informs you that the Sea
large rock lies beside him like an admission of guilt. After Lord’s Guard has arrived.
a few seconds, an orc companion threatens the crowd with
his pickaxe and demands in broken Common, “Who am
Most combatants drop their weapons and raise their arms
throw that?”
unthreateningly. A few cracks to some skulls finally convince the
From the crowd comes an answering challenge.
holdouts to do likewise.
“What are you gonna do about it, green-skin?”
Violence appears inevitable. Should the PCs attack a guard, or unwisely slay one, they whistle
for reinforcements until the group is beaten into unconsciousness.
New guards arrive at the rate of four every three rounds. Afterwards,
Give the PCs about 10 seconds to act, and then move directly
they take the PCs to The Fortress of Justice in the Old City.
to the bloodletting. Since both the orcs and the dockworkers are
armed with improvised weapons (shovels, grappling hooks, etc.), Orcs (15): hp 14.
the brawl is more bloody than lethal. This is very much a mob Stevedores (21): hp 15.
fight, so the attackers only seek to rend as much exposed flesh as Sea Lord’s Guardsman (10): hp 5.
possible. The PCs may freely enter the fray on either side.
Although the fight starts out small, it very quickly engulfs this entire Section One: Pluses and Minuses
section of the Docks. If your group tries to stay out of it, they have Can’t We All Just Get Along?: +100 XP to any PC who tries to stop
to make a concerted effort not to be provoked into joining the fracas, the fight before it begins.
as either a crazed orc who believes they’re part of the “human filth” Equal Opportunity Clobberin’: +50 XP to any PC who has the
attacks, or a dockworker throws things at them and calls them “dirty chutzpah to fight alongside the orcs.
orc lovers.” If the PCs want to proceed toward the pirates, they have Nothing is Over!: -50 XP to any PC who engages in combat with
to cut their way through—no one here responds to the word please. the Sea Lord’s Guard after the fight ends.
Baumann’s Sea Dogs, no strangers to fighting in crowds, cut End Gnome: -100 XP to each PC for killing Flint (twice that for
a swath toward the nearest area outside the melee, which is, characters of good alignment).

Section Two: Baumann and Buche


A
lthough the guards enthusiastically use brute force to
break up the fight, they seek answers about the fight’s
catalyst with far less zeal. As the wounded are tended
Flint’s Map
to or carried away, the guards single out an orc, a
dockworker, and one PC (either choose someone who jumped in Flint gave you a roll of thick parchment, browned
the brawl with relish, or pick a PC at random) for questioning. and faded and roughened to the consistency of leather.
Let the PC know this is just a formality, and after a few minutes When opened, the parchment expands into a cracked
they set the PC free, with a half-hearted, “Keep your nose clean, five-foot square map, with wear along the edges.
got it?” The guards have a 5% chance of recognizing an “old salt” The odd markings upon the parchment catch your eye
character (15% if the character has taken part in any of the other first. The map has no indications of scale or direction;
published Freeport adventures). If so, the guards set the character the trails of latitude and longitude begin at the margins
free without any hassle—unless the character did something in the of the map, but they don’t extend more than a few inches.
past to warrant harassment. Five islands rendered in ochre by an unsteady hand
dominate the map, forming a rough circle.
Of course, if any of the PCs prove especially belligerent during Four of the island drawings feature terrain markings—
questioning, the guards take them back to headquarters for a mountains, jungles, natural harbors, and so forth. In
more thorough grilling. Even this is routine, and it should be addition, a unique icon sits below each of these four islands:
made obvious that the PCs can be excused for their lawbreaking a prosthetic hook, a spyglass, a ship’s bell, and a pistol. The
by making a donation (at least 25 gp) to the Sea Lord’s Guard’s fifth island is blank, save for a symbol in its middle—a skull
Widows and Orphans Fund. and crossbones with five stars ringed above the dome of the
head—and a single word beneath it: YARASHAD.
Once they get a quiet moment to themselves, the PCs may want to
see what’s inside the scroll case.

Black Sails Over Freeport 15


- Act I: Red Skies At Morning -
As the PCs continue to examine the map, they find curious things of the puzzle—the piece of information he used as a bargaining
in the margins. In one corner is an inscription: chip with Captain Baumann.
BY A SHIP-WRACK’D HAND, LATE OF Here’s what Lucien knows: Yarashad can be found on the other
FREEPORT, A VETERAN OF THE GREAT side of Hell’s Triangle, and it will appear soon. And there is a way
CAMPAIGN, AS A WARNING TO ALL: to traverse the Triangle safely: a magical sextant that protects any
HERE THERE BE TERRORS BEYOND ALL ship within a certain radius from the Triangle’s fury. That sextant
RECKONING. can be found in Freeport, and is possibly connected to the name
Carthy.
Beneath the inscription is a date—several days short of 150 years
ago.
Another patch of ocean set off in a triangle and filled with a Looking for
picture of a whirling vortex of water sits in another corner of the
map, falling inside the latitude and longitude coordinate markings. Lucien and Flint
The name HELL’s TRIANGLE rests below it; an icon of a
At some point, the PCs may decide to seek information on Lucien
sextant sits beside it. The text below the sextant icon reads:
and Flint. Because Lucien is a non-native Freeporter and because
SAFE TRANSIT, HOUSED IN FREEPORT, THE the gnome lives rather inconspicuously, inquiring about them gets
GIFT OF NOBLE CARTHY. the PCs a plethora of puzzled glances. However, talking to the
locals allows your group a chance to learn a variety of other half-
Research or a skill check (Knowledge (arcana, geography, or truths, rumors, and even a smattering of useful information about
Freeport), Profession (sailor) or basic Intelligence; DC 20) tells the other things in Freeport. Here’s a sampling of the snippets they are
PCs that the islands on the map do not exist in this world’s oceans. graced with:
Showing the map to the average sea salt, librarian, or sundry
expert yields the same answer. And nobody knows the name • “Fixing that lighthouse is a bad idea. It’s cursed, sure as I’m
Carthy. (Nobody on the streets, that is. See Section Four: The sittin’ here. If I was one of them Captains’ Councilors, I’d
Temple of Harrimast on page 30).) just cover it in oil and set it alight.”

Hell’s Triangle and the island called Yarashad, however, occupy a • “Of course Drac was crazy! Y’know why? He was a
central place in seafaring lore. If asked, most Freeporters can give mutant.”
the PCs the basic details listed in the sidebar on these places. The
• “Orcs! Bah! Used to be you could count on real
offered details should suit the NPC telling the tale, though. For
humanoids to do work in this city. No orc is gonna take
instance, a hardened sea captain dispenses the stories with a roll of
my job, I’ll tell you that.” (If asked about his job, he
the eyes, while a half-drunk swabbie spins out yarn after yarn after
responds, “Shut up.”)
yarn, each one more fabulous than the last.
• “What do we need a new Sea Lord for anyway? Captains’
That, then, is what the PCs know or can find out about the map.
Council runs the show. Everyone knows that.”
Lucien Buche, Flint’s scholar friend, can provide the missing piece

Yarashad
Yarashad has been the subject of sailors’ tales for well over a hundred years: a fabulous island that has ever been lost at sea,
on which the pirate god, Harrimast, placed vast amounts of treasure. Its beaches have sand of gold dust, the trees flower with
pearls and diamonds, and the streams run with the purest silver. Many men have sought Yarashad, and they have met their
doom in Hell’s Triangle in their search for it. To make matters worse, the island not only lies outside the world, but it wanders
perpetually throughout creation, a protection the pirate god, Harrimast, placed upon it. Only once every 150 years does
Yarashad reappear where men can reach it—always for one day only and always in the same spot. But that spot does not exist
on this plane, so no seafarer has yet discovered the gateway to this massive treasure trove.

Hell’s Triangle
Though real, Hell’s Triangle has attained the same legendary status as Yarashad. A perpetually fogged-over patch of ocean
several days’ sail from Freeport, the Triangle has claimed more vessels over the centuries than the navies of the world
combined. When approaching the triangle, a ship’s navigation tools, mundane or magical, give wild readings, and then stop
working entirely. Then a thick mist rolls over the ship’s decks and seeps through the ship’s seams, filling the cabins and hold.
Then…nothing. The few survivors of the Triangle’s fury report a savage whipping whirlpool that comes alive in a heartbeat, as
if their vessels had sailed over a great gaping maw and been sucked down its throat with one colossal breath. Not even a plank
of wreckage has ever been recovered from the Triangle.
Seasoned seafarers know to avoid the Triangle, but there’s always a captain arrogant, or ignorant, enough to brave the curse.
And every pirate has a story about a distant cousin or their first mate’s son-in-law making it through—tall tales to be sure.

16 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Follow-up questions about Baumann’s elven first mate yield
The Kraken’s Claw (EL 7) little aside from his name (Shantar Froese) and that he rarely
leaves Baumann’s side. Further prying about the hideout proves
If the PCs took the time to question Flint before accepting to hold fruitless.
the map for him, then they may have learned that Lucien came
in on the Kraken’s Claw. If they look for it, they find the moored
ship easily, for both the ship and its captain are notorious figures
in Freeport. And any dockworker or sailor knows that Captain
Extra, Extra, Read
Baumann has a favorite slip right next to Scurvytown’s border. All About It! (EL 1)
Baumann’s ship is medium-sized and sleek, with two sails and a Eventually, despite the information they may have eked out, your
dozen portholes on each side that allow the crew to use oars when group should realize that meeting with the gnome at the Rusty
the wind fails. The ship also has four mounts for Titan GG Swivel Hook should bring the overall picture into better focus.
Guns (see F:COA, pp. 150-151 for more information on this
weapon), one aft, one on the bow, and one on either side. The ship As they make their way to the Rusty Hook, the PCs learn a bit
has eight guns in total, two for each mount, which the crewmen about what’s going on in the world—tidbits that foreshadow
switch out to allow one to be fired while they reload the other. events taking place in Act III:
While in dock, a 10-man skeleton crew watches the ship.
The gangplank has been retracted, and crewmen patrol the ship. As you’re wending your way through the crowds, you
The crewmen, of course, won’t allow anyone to come aboard hear a solitary, adolescent voice cut through the babble
for a tour, so if the PCs desire to get onboard, they’ll need to use of voices like a boson’s whistle: “Wild men on the
stealth, ingenuity, or force. If the PCs attempt the latter, choosing march! War on the waves! Are your ladies safe? Read all
to swarm the ship or are caught sneaking around on it, they are in about it!”
for some interesting consequences: the pirates call for assistance
from the Sea Lord’s Guard! The Guard responds quickly (in
The strident voice belongs to Danny Daily, who is hawking a
three rounds), and unless the PCs can think up a plausible reason
special edition of The Shipping News. If the PCs don’t react to his
for their actions, they are hauled away to spend an evening in
initial pitch, he approaches them directly. As is always the case
jail. The Sea Lord’s Guard is, after all, charged with keeping the
with newsies, Danny should be played with either a Cockney or
peace, which the PCs were obviously disturbing. Should your
New York accent. Danny is illiterate, so he only knows what he’s
party grumble that they’re not a bunch of bloodthirsty pirates,
been told to pitch. Should the PCs buy a copy (“That’ll be two
have a guard remind them that the pirates weren’t the ones caught
pennies, guv’ner.”), give them Handout One (Appendix page
trespassing illegally.
205).
Even if the PCs do get aboard the Kraken’s Claw without raising the
To keep the session flowing, you can provide your group with
alarm, they discover little of value. Both Captain Baumann and her
these pertinent points, and allow them to read the entire handout
first mate’s quarters are opulent, if cramped, while the crew quarters
when their characters experience some “down time”:
near the cargo hold are simply cramped. All of the booty has already
been offloaded, and the eight guns, which are stored in a small room • Back on the mainland, a barbarian horde has invaded their
off the main deck, are the only remaining items of value. elven neighbors to the south. With allied nations lining up
on either side, the original border skirmish is building into a
Sea Dogs (10): hp 28.
broader conflict that could embroil much of the continent.
Sea Lord’s Guards (5): hp 5.
• Elven and barbarian emissaries recently arrived in
Inquiring about the captain of the Kraken’s Claw gives the
Freeport to enlist the city’s marauders to gain a naval
adventurers a clearer idea of who they’re up against. They can
advantage.
learn the following from a Gather Information check:
• The Admiralty has refused to grant the Letters of Marque
The Kraken’s Claw needed to legitimize the marauders’ raids, due to a
technicality: The Sea Lord needs to oversee the process,
DC 5 Morgan Baumann is actually a shape-shifting vampire only Freeport currently has no Sea Lord.
who feeds on children’s blood.
• Freeporters are of two minds about this. On one hand, some
DC 10 Baumann killed her own father to take his ship. folks say that this war promises to be a long, bloody one,
and getting involved in it will only make Freeport a target.
DC 15 Baumann’s first mate, an elf, is almost as powerful as
On the other hand, as aptly expressed by Captain Xavier
she is.
Gordon, the privateers’ representative to the Captains’
DC 20 Baumann respects the letter of the law while in Freeport, Council, getting involved in this conflict is exactly what
but woe to any ship she spies out of sight of the city. Freeport is about.
DC 25 The city only tolerates Baumann’s presence because
she leaves no witnesses to her crimes alive. Alternate Handouts
DC 30+ Baumann uses Freeport as a port of call to store her Alternately, you can provide Handouts Two through Five
considerable loot, which she keeps in a secret (Appendix page 206), which present the information in brief,
hideout somewhere in Scurvytown. readable form.

Black Sails Over Freeport 17


- Act I: Red Skies At Morning -
If none of the pirates survives, the PCs find a few clues on their
Flint and the bodies that should point them in the right direction:

Rusty Hook (EL 6) • One of the pirates carries a small pouch filled with snake
weed, a potent narcotic and Freeport favorite, along with a
When the adventurers finally arrive at the Rusty Hook, they pipe and matches.
easily find out Flint’s room number from the barmaid (Gather
• Another pirate carries a well-read paperback copy of
Information check DC 5), though she gives them a none-too-
Thoroughly Filthy Fanny tucked inside his waistband.
trusting glance. “The gnome said he wouldn’t be getting many
As one might expect, the book’s contents range from
visitors,” she grumbles, “but they’ve been coming in all day.” If
the pornographic to the acrobatic, with plenty of crude
the PCs ask about the other visitors, the barmaid tells them that
drawings sure to make Lawful Good characters blush.
a quartet of “rough-looking types” went up to call on Flint 30
Stamped on the book’s inside cover is an inscription that
minutes ago.
reads: “Another Fine Piece of Literature Provided by
If this unsubtle hint doesn’t put your PCs on guard, approaching Rudolph’s Exotic Book Shoppe.”
the room surely will. As they get closer, they hear whispered
Flint gratefully accepts any assistance the PCs give him in
voices, along with a couple stifled grunts of pain. Listening at the
uncovering the missing pieces of his story, and he gives them
door (Listen check DC 10) allows the group to eavesdrop. They
the gold he promised them (one of the dead pirates has it). He
hear the gnome saying, “I don’t know what you’re talking about!
tells them that he acquired the map a few months ago, although
You’ve searched the room, now leave me be!” Then a low, gruff
he won’t elaborate on the specifics of how and where. Not being
voice says, “You keep sayin’ that, matey. Maybe a few more blows
able to make heads or tails of it, he corresponded about it with
to yer noggin will help refresh yer memory. Ya-harr.”
his friend Lucien, who assured him that the map was extremely
Inside the room are the four Sea Dogs from the Kraken’s Claw who valuable.
chased the gnome in Section One. Two of them hold Flint down on
Lucien also wrote that he planned to book passage to Freeport on
the bed, while one makes judicious use of a sap at various points
the Wasser Madchen to assist him further with his find. Rumor has
on the gnome’s body and the other one asks questions. Because the
it that the Wasser Madchen crossed paths with the Kraken’s Claw
pirates are so involved in their “questioning,” the PCs can catch
at sea, and was sunk. When the Kraken’s Claw arrived in Freeport,
them flat-footed on the first round. The sea dogs fight to the death.
Flint went to the Docks to spy on it. To his surprise, Baumann
Should the PCs capture a sea dog, he proudly declares his and her men appeared with Lucien in tow. Flint doesn’t know
affiliation with Captain Baumann, but he doesn’t give up any why the infamous captain allowed the academic to live, especially
information on her hideout’s whereabouts unless the PCs use considering her reputation, but he guesses that Lucien probably
violence or magic, such as a charm person, to extract it. told Captain Baumann that he knew how to get his hands on a load
of treasure. Which would also explain why the pirates have been
looking for Flint with such fervor.
Now, the PCs can follow the clues found on the pirates to
Baumann’s hideout. Flint knows Rudolph’s Exotic Book Shoppe
is located in Scurvytown, and he’s heard that it fronts a drug
den, which the contents of the recently deceased pirate’s pouch
(Flint can identify the substance if the PCs haven’t come across
it before) would appear to confirm. Given that the PCs have
shown a modicum of trustworthiness (they showed up, after all),
perhaps they could investigate? If this map proves as important
as Lucien believed, he needs to hire a cunning bunch like the
PCs, anyway…
Flint knows that he can’t break in to save Lucien, and he has
just given his available money to the PCs, so he can’t afford to
hire anyone else. So, one way or another, the gnome gets the
PCs to agree. He repeats that the map promises to lead them to
more wealth than they can imagine, and he plays to their sense of
righteousness (provided they have any) by portraying Lucien as
helpless and weak (which he is)—and Flint even begs. As the GM,
you should have the best idea of what motivates your group, so
use it.
Once the PCs agree, Flint tells them how to get to the Book
Shoppe; he even knows the password they need to get in: “I’d like
to see your exotic-book reading room, please.” He claims he’s
simply overheard the password—of course, he doesn’t do drugs!
He does not accompany the PCs, however, as he’s hurt and tired
(and he does not want to receive any more wounds).
Sea Dogs (4): hp 28.

18 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Section Two: Pluses and Minuses Cracking the Claw: +150 XP to each PC who gets aboard the
Kraken’s Claw without raising the alarm.
Take ‘Em Alive!: +50 XP to each PC if any of the pirates are taken Send More Cops: -100 XP to each PC who received the Nothing
alive. Is Over! minus in Section One, yet decides to physically
To Gnome Him Is to Loathe Him: -100 XP to each PC for killing assault the Sea Lord’s Guard again when they’re called in to
Flint before we do it properly later in the adventure. prevent the party’s trespass.

Section Three: Baumann’s Prize


C
aptain Baumann’s hideout lies beneath the drug den glances in all directions as they approach the entrance. Patrons
known as the Smoking Dragon Club on Dreaming Street leaving the shop seem disoriented or drunk, often stumbling in the
in Scurvytown. Addicts using abyss dust, snake weed, or street.
anything else they can get their hands on fill the wretched
place. Like many of the area’s establishments, the Smoking If the heroes attempt to capture one of the exiting drug addicts,
Dragon Club houses lost souls who no longer care where they find they can do so easily. Stats for a typical drug fiend can be found
themselves in the morning. in the Appendix for this section. If the PCs browbeat their captive,
they learn the bookshop’s true purpose even the passwords (see
Captain Baumann assumed ownership of the Smoking Dragon
page 20 for the passwords) for entry to the den below (in case they
the old-fashioned way: she killed the previous owner and took it
didn’t learn this from Flint earlier). Those entering the shop know
from him. The club has proven a good money-maker for her over
the password to give Blaine Henry, but only Blaine knows the
the years, especially since she installed her own man in the place
daily password to gain entrance to the den itself.
to run it: a man named Drake, who lost a battle at sea with a giant
squid that blinded him in both eyes. Knowing Drake couldn’t sail
again, Captain Baumann asked him to run the Smoking Dragon
for her. She hasn’t regretted the decision. Drake has learned to use
Rudolph’s Exotic
what senses he does have to compensate for his lack of vision.
Nothing happens within the walls of the Dragon that he doesn’t
Book Shoppe (EL 2)
know about.
You have entered a dimly lit shop with bookcases
Smoking snake weed is technically illegal in Freeport, and using
lining the walls. Carpet completely covers the floor and
abyss dust can get you flogged, so the club understandably needs
a floor-to-ceiling curtain conceals the wall opposite
a front. Passersby on Dreaming Street see only a dingy signboard
you. An elderly man sits hunched over a desk in front of
depicting an open book and a glowing candle with the words
the curtained wall. A candelabra burns in front of him,
Rudolph’s Exotic Book Shoppe printed underneath them. Only
shining light on the book he’s reading. He looks up over
those who know the password gain entrance to the drug den.
the rim of his glasses at you as you enter. Motioning to
In the beginning, the cellar beneath the place housed supplies the bookcases, he says, “Hello there. Please look around
and not much else. Then Captain Baumann, wanting a safe place and see if there is anything you like. If you need and
for her and her men when in port, decided she needed a hideout. help, just ask.” He then returns to reading his book.
Several years ago, she hired some dwarves to excavate the cellar.
Near the end of the project, they discovered a level beneath the
The man behind the desk is Blaine Henry, an old historian who
cellar that may have been part of a home in ancient Vallossa—
just wants to be left alone to read his books. He has been the front
the great serpent empire that predated Freeport by thousands of
man for this place for many years, and he even served under its
years.
previous owner. He cares nothing for what goes on in the back
This pleased Captain Baumann, for most of the structure beneath rooms of the place. He only concerns himself with the history of
remained intact. After a few months, the captain had her secure Freeport’s pirates, and as long as Captain Baumann allows him to
hideout, and she had discovered some treasure in the ruins that buy the books he wants, he has no problem covering for the club.
kept her group in ale and spirits for quite a long time.
If the PCs want to talk to him about books or Freeport’s pirates,
Captain Baumann brought Lucien Buche to this place, where she Blaine speaks at length with them. He knows a great deal about
hopes to intimidate—or torture—him into revealing his secrets. a variety of topics, and an enthusiastic audience can gain his
sage-like information for free. Later, when the heroes hear Lucien
The numbered entries below describe each area within the Buche’s tale (See Lucien’s Story sidebar on page 24), Blain can
Smoking Dragon Club and the levels beneath it. Many of the show the heroes some books about the Full-Fathom Five and the
events described herein change depending on the heroes’ actions, magic sextant’s fate. The books are very old and tattered, but any
especially if the villains have been alerted to the PCs’ presence. hero that reads them can learn (on an Intelligence check, DC 15)
Please read over these sections to carefully to acquaint yourself that the sextant is some sort of a key, not just a navigation device.
with the layout and the NPCs’ possible reactions.
Blaine will not answer any questions about the drug den willingly.
The heroes may choose to scout out the bookshop before they He can be convinced upon threat of death to give up the passwords
enter. At random intervals, they see people—who look more like or bribed by any hero that can produce a rare book about the
derelicts than scholars—wander in and out of the shop. Those history of Freeport’s pirates. If the heroes hang around the
entering the shop appear to be in a rush, and they cast furtive

Black Sails Over Freeport 19


- Act I: Red Skies At Morning -
anything out of the ordinary. He may require the heroes to leave
their weapons with him or refuse them entry all together. Dealing
with Kas may provide an excellent roleplaying opportunity, as the
heroes need to persuade the door warden to let them in.
Kas does not open the door for anyone who doesn’t know the
password. The iron door is locked from the other side. If the
heroes try to force it, and Kas is not incapacitated, he goes below
to warn Captain Baumann of impending danger. He also knows
that Drake, with his keen sense of hearing, will hear the door
break, and he will cry out for help if necessary.
Iron Door: Open Lock 30 DC; 2 in. thick; hardness 10, hp 60,
break DC 28.
Kas: hp 19.

2. Inner Door Warden


Opening this iron door is not a problem for the heroes if they have
entered peacefully or gotten past the outer door warden without
causing too much trouble. Drake has excellent hearing, and he
detects any normal combat that takes place in the hallway (Listen
check DC 15; Drake has Listen+12). He then orders the bouncer,
Rebecca, to lock this door. It takes her one round after getting her
orders from Drake to move to the door and lock it. (See the next
section, Room 3: Main Smoking Den, for Drake and Rebecca’s
hit points)
Iron Door: Open Lock 30 DC; 2 in. thick; hardness 10, hp 60,
break DC 28.

bookshop for about 10 minutes, a patron rushes in and whispers 3. Main Smoking Den (EL 6)
the password to Blaine Henry. A Listen check (DC 15) or a Spot
check (DC 15) to read the patron’s lips reveals the password. As you walk into this smoke-filled room, a pungent
The heroes must say the following, which they may have learned odor assaults your senses. The windowless room is
from Flint (Section Two: Flint and the Rusty Hook page 18), quite dark inside, with only a few dim candles held
to Blaine to gain access to the back rooms: “I would like to see in sconces along the walls to illuminate the room.
your exotic-book reading room, please.” Blaine then motions Scattered about are a few couches and chairs. In the
them behind the curtained back wall to a door at the far end of a room’s center lie three round, cushion-lined depressions.
passage. Finally, he gives them the password “Drac,” which they A few patrons sit here and there, smoking or sniffing
must give to the man at the next door. according to their preference. Looking to the back wall,
you notice six, curtained-off cubicles. Out of one of
Blaine Henry: hp 43. them stumbles a young man who collapses on a nearby
couch. An old man sits behind a counter to the right; he

The Smoking Dragon: holds an exquisite quarterstaff across his lap, and he
stares blankly toward you. A small, barred window sits
behind him, and an ironbound door is just to his right.
Ground Level An extremely tall woman, arms crossed in front of her,
stands before the door.
1A. Outer Door Warden (EL 3)
During the day, d10+1 people enjoy the pleasures of the Smoking
A large metal door with a slot in it sits at the end of Dragon. At night, the number of patrons increases to d20+5. The
this passage. As you approach, the slot grates open, and patrons are mostly derelicts from Scurvytown, but citizens from
you see eyes squinting at you. Then a gruff voice says, the Eastern District or Drac’s End frequent the place, as well. The
“What’s the password?” patrons ignore the heroes for the most part, as they are intent upon
getting their latest fix.

If the correct password is given, the warden, a rogue named Kas, The man sitting behind the counter is Drake, the manager. He is
opens the door, allowing the heroes entry. If more than three blind but quite capable of defending himself. He takes the patrons
heroes try to gain entrance at the same time, Kas may become orders and money at the counter and hands it though the barred
nervous, even if they do know the password. After all, the heroes window behind him. Someone on the other side then passes
may be Police Chief Xander Williams’ strike force, sent to root out the drugs through the grate for the customer. If the PCs want to
the drug den—and Captain Baumann did tell him to look out for partake, snake weed costs 3 sp and a hit of abyss dust costs 2 gp.

20 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Drake is loyal to Baumann, and he does anything to prevent the
heroes from gaining access to the lower levels. He cannot be
bribed, and he fights to the death, if necessary.
The iron door leads to a corridor.
Drake: hp 25.
Iron Door: Open Lock 30 DC; 2 in. thick; hardness 10, hp 60,
break DC 28.
Rebecca: hp 45.
Typical Drug Fiend: hp 6.

4. Drug Room (EL 2)


The odor of snake weed wafts heavily throughout this
room, and the strength of it sets you aback for a moment.
Barrels line the wall to your left, and the odor emanates
from there. Across the room is a long table filled with
alchemical equipment. A significant quantity of a fine black
powder sits on the table. This can only be abyss dust.

The sturdy iron door to this room is always locked. If the heroes
have somehow disposed of Drake and Rebecca without making
A
a ruckus, two of Captain Baumann’s gnome alchemist henchmen
are here. They do everything possible to prevent the heroes from
opening the door. They defend themselves if attacked, but they
ultimately surrender in hopes of saving their skins. If they become
aware of the heroes, and have enough time, they leave the room
through the secret door (Area 6) in the hallway outside the room
that leads to the basement, locking the door behind them.
The room contains a small fortune in drugs. The street value of
the abyss dust on the table alone is worth 10,000 gp, while the
snake weed amounts to almost 4,000 gp. Depending on your
group’s moral outlook, finding the drugs may be an excellent
moneymaking opportunity—or a chance to eliminate one more
drug dealer plaguing Freeport.
Alchemists (2): hp 21.
Iron Door: Open Lock 30 DC; 2 in. thick; hardness 10, hp 60,
break DC 28.
Secret Door (Area 6; leads to a corridor that leads to Room 7
in the Basement): Search check DC 25; Unlocked.

5. Henchmen Quarters
This room contains two sets of bunk beds, complete
with four footlockers. There is a small armoire against
the near wall, and a writing desk next to the door.

These are the sleeping quarters for Kas, Rebecca, and the two
alchemists from Room 4. The footlockers are locked but not
trapped. In total, they contain 225 gp, 120 SP, a parchment with
the formula for making abyss dust, and 2 potions of neutralize
poison.
Footlocker (locked): Open Lock DC 25. corridor extends beyond the door, ending in another unlocked
door. This second door, though unlocked, is trapped. A pressure
plate rests in the floor, and it activates an alarm in Areas 9, 10, and
6. Basement Door (EL 7) 13 in the lower levels to let Captain Baumann know unwelcome
The door to the basement is hidden very well (Search DC 25). guests have arrived. The button to switch off the alarm rests on the
It is not locked and can be opened easily once detected. A short wall just inside the door on the right.

Black Sails Over Freeport 21


- Act I: Red Skies At Morning -
Secret Door (Mentioned in Room 4; leads to corridor that leads to Chest 3: Not Trapped. Locked: Open Lock DC 30. Contains:
Room 7 in the Basement): Search check DC 25; Unlocked. 1,100 gp, a black velvet mask studded with numerous
Door (trapped): CR 1; mechanical; touch trigger (attached); gems (value 160 gp), and an eyepatch with a mock eye of
manual reset; Search DC 25, Disable Device DC 20. sapphire and moonstone (value 2,000 gp).
Similar to Room 7 above, for every minute spent here in the
The Smoking Dragon: treasure room, there is a 20% chance that 1d6 of the Kraken’s
Claw crewmen stumble upon the heroes.
Basement Level 1 9. Crewmen’s Quarters (EL 9)
7. Basement Storage
You have entered a rectangular room, 35 feet long
and 20 feet wide. A table with 16 chairs sits in the center
The stairs lead down into a large, dank room with
of the room, while double bunks line the walls for the
a dirt floor. In the center of the room is a tall, iron
same number of boarders. A footlocker sits in front of
candelabra with 10 lit candles. The scant light produced
each bunk. There is a small, curtained-off area in the
by these tapers causes shadows to dance about the room.
northwestern corner of the room.
Scattered throughout the area are numerous crates,
barrels, boxes, and sacks. You see no exits in this room.
What the heroes encounter in this room varies greatly depending
on what time of day it is and whether or not they have raised the
Captain Baumann uses this room to store her less-valuable
alarm. Between the hours of 3 a.m. and 1 p.m., 14 crewmen are
plunder. The containers in this room hold food, wine, and basic
asleep in their bunks. The rest of the time, they are eating and
supplies like oil, torches, rope, etc. For every minute the PCs
drinking and/or playing at dice or cards. Two crewmen are always
search here, there is a 20% chance that 1d6 of Captain Baumann’s
below in Room 12, as Captain Baumann has taken to setting a
crewmen stumble out from Room 9 and discover them.
guard for her prisoner. Obviously, if the alarm has been raised, the
If the PCs raised the alarm, this room is a perfect place for the 14 are waiting in ambush for the heroes in Room 7, and this room
Kraken’s Claw crew to lay an ambush. The objects spread around is empty.
the room provide ample cover and ideal hiding places that the
The footlockers are all locked. They contain various personal
pirates can take advantage of. Their basic plan is to have two
items, mugs, lockets, clothes and such. Searching the whole lot
pirates get the heroes’ attention on one side of the room, while the
will only garner 700 gp worth of various items and coin.
main group attacks from the other side. The first mate, Shantar,
directs the attack from location A on the Basement Level 1 map. The curtained-off area covers a hole in the floor, which the
crewmen use as a latrine.
8. Treasure Trove (EL 8) GM’s Note: The 16 sea dogs are described as follows in the NPC
The door to this room is hidden and trapped. section located in the Act I: Section I Appendix: halfling rogue
pirate (2), human rogue pirate (6), dwarf fighter pirate (1), human
Secret Door (trapped): Search check DC 30. fighter pirate (3), Shantar’s guards human fighter pirate (2), half-
Doorknob smeared with Contact Poison: CR 5; mechanical; elf cleric pirate (2).
touch trigger (attached); manual reset; poison (nitharit,
DC 13 Fortitude save resists, 0/3d6 Con); Search DC 25; Footlockers (locked): Open Lock DC 20.
Disable Device DC 19.
10. Shantar’s Quarters (EL 6)
The secret door creaks open to reveal a small five-
foot-long by five-foot-wide room. Three chests and two Opening the door to this room and looking beyond,
full sacks sit on the floor along the wall. you wonder if you’re in the same basement anymore.
This 20-foot-long by 20-foot-wide room is exquisitely
appointed. Beautiful rugs adorn the floors and golden
The two sacks contain 1,000 gp and 1,200 sp, respectively. The
candlesticks light the room. There is a plush couch along
two chests (Chest 1 and 3) on each side are not trapped, but the
the wall to your right, a carved wooden armoire on the
one in the center is. Their descriptions follow:
wall directly in front of you, and a comfortable-looking
Chest 1: Not trapped. Locked: Open Lock DC 30. Contains 500 bed in the northwest corner. No common pirate lives here.
gp and feather token, anchor.
Chest 2: Burnt Othur Vapor Trap: CR 7; mechanical; location This room belongs to Shantar Froese, the first mate of the
trigger; repair reset; gas; multiple targets (all targets in a Kraken’s Claw. Obviously, he enjoys living in style, and he uses
10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); his ill-gotten gains to purchase creature comforts. If the alarm has
poison (burnt othur fumes, DC 18 Fortitude save resists, not been raised, he is sitting on the couch, sipping fine wine and
1 Con drain/3d6 Con); Search DC 21; Disable Device DC reading a book. If he is caught here, he tries to use his wand of
21. Market Price: 17,500 gp. Contains: 1,100 sp, helm of web (CL 7, 27 charges) to entrap the heroes, and then he escapes
comprehend languages and read magic, and a black pearl through the secret door in the north wall that leads to the lowest
worth 600 gp. level to warn Captain Baumann.

22 Black Sails Over Freeport


- Act I: Red Skies At Morning -
If the PCs raised the alarm, the alerted Shantar directs his men
from the area marked A on the map of the Basement Level 1 map.
If things go badly, he flees through the secret door with as many
of his men as possible, and he heads down the stairs to warn his
comrades of the impending danger.
Shantar does not keep any of his treasure here, as he does not trust
his men. He does have some fine sets of clothes in the armoire
worth 400 gp. A bottle of fine wine worth 50 gp rests on the table
beside the couch.
Secret Door: Unlocked; Search DC 30.
Shantar Froese: hp 57.

11. Spiral Staircase to


Baumann’s Quarters
Two unlocked secret doors allow entrance to this room.
(2) Secret Doors: Unlocked; Search check DC 30.

The Smoking Dragon:


Basement Level 2
12. Serpent Man Foyer (EL 4)
The spiral staircase leads into a circular room.
The walls on your right appear to have suffered from What comes next depends largely on what has happened to the
a cave-in, as this room is deep underground. Mosaic heroes during their foray through the upper levels. If the PCs
tiles depicting a massive, coiled snake baring its fangs raised the alarm, any survivors make their last stand here with
decorate the floor. There is a door in the wall at the Captain Baumann. If the heroes have sneaked down, they may
opposite side of the room. only be facing Captain Baumann herself.
Regardless, Morgan Baumann is no fool. She has not survived
If PCs raised the alarm, the two guards here are alert for trouble this long without being able to recognize a no-win situation. If
and ready for the heroes as they come in. They stand near the door the odds prove insurmountable, she parlays with the heroes in an
in the far wall. If the guards are aware of the intruders, they drink attempt to ransom Lucien, the poor bookworm, for some gold. She
a potion of barkskin (+5), and then the follow that with a potion explains to the heroes that they may kill her, but they will suffer
of haste (CL 5). If still alive, Shantar runs to Area 13 with Captain losses on their side, as well. If, however, they pay her a small
Baumann and the prisoner. sum, say 1,000 gp, to make up for some of the damage they have
(2) Sea Dog (Shantar’s Guard): hp 28. caused to her home, she will release the bookworm.
If Baumann knows she has no chance of convincing the heroes to
13. Baumann’s Sitting Room (EL10) pay a ransom her prisoner, she orders her men to attack, and then
whistles very loudly—and, suddenly, all of the birds fly out of their
cages. While the birds fly about the room, all missile fire suffers -2
You have entered a circular room and are penalty to hit, and any spells cast require a Concentration check at
immediately drawn to the bas-relief carvings on the 10+ the spell level. Stats are provided for the birds, but they do not
walls. The craftsmanship is incredible, and you know attack the heroes, just distract them. Baumann and her companions
that there must be some meaning behind the images, do not suffer these penalties, as the birds have been trained to harass
which depict strange serpent men engaged in a wide only strangers who enter the chamber.
variety of activities. In the center of the room is a round,
sunken couch appointed with plush cushions. Scattered If the fight goes badly for them, she curses the heroes with the
about the place are 10 cages filled with exotic birds. following words: “You have not seen the last of me, you worthless
Some are freestanding, while others hang from the scum. Captain Baumann will live to fight another day. When that
ceiling. Chained to the wall at the far end of the room is day comes, I will hunt you down and skewer you one by one
a gaunt man, wearing a blue robe and cracked glasses. for what you have done to me this day. If you think this a mere
He looks up at you almost unable to speak. In a raspy threat, you are mistaken. Watch your back, my friends, for you
voice he says, “Help me, please.” will never know when I will strike!” With that, she takes out her
teleportation gem and vanishes, traveling back to her ship to lick
her wounds.

Black Sails Over Freeport 23


- Act I: Red Skies At Morning -
Lucien’s Story
“I have been fascinated with pirates and Freeport since I was a little boy. All those stories of adventure and mayhem! I longed
to sail the seas and strike fear into the hearts of merchantmen. Alas! It was not to be. You see, I get horribly seasick, and I
spend most of my time aboard ship below decks. I quickly realized the pirate life would not be for me. So, I threw myself into
the study of Freeport’s pirates. For the past 30 years, I have read almost everything I could get my hands on about piracy.
From the escapades of Drac and Francisco to their predecessor Jarl One-Eye, my appetite was insatiable.
“Then, one day, I received a letter from a friend of mine in town. He had found a weathered map that appeared to lead
to untold treasures. From his description, and my long studies, I knew it could be only one thing—the map to legendary
Yarashad! I had only heard about it in sailors’ tales. The chance to study it in person was too good to pass up!
“You see, over the years I have developed a theory. Many sailors have searched for Yarashad, yet no one has ever found it. I
believe that is because the island appears on the other side of Hell’s Triangle, the area marked on Flint’s map! To make matters
worse, it appears only once every 150 years. This is why no one has ever found it, you see. Only one question remained: how
could the island be reached? When Flint told me about the markings on the map, I had my answer. A magical sextant! That must
be the answer! This sextant is a magical device that allows ships to survive the punishing waters of the triangle. All my research
tells me such a device exists, and furthermore, that it is resides in this very city! With the aid of the sextant and correct timing,
Yarashad can be found!
“I was on my way to meet my friend when Captain Baumann attacked my ship and took me prisoner. I told her enough to save
my life—that I had a secret that would lead her to great treasure. But I wouldn’t tell her the rest. I knew my life was forfeit
as soon as I did, and I held out hopes my old friend Flint would find a way to rescue me. And I see he has. You seem to be
honorable folk, and I am willing to trust you. Besides, I am too tired and beaten to do much about it if you are not. We could
share the treasure, you know. If you give me your word and take me from this place, I will tell you what I found on the map.
What do you say?”

Playing Lucien Buche


Lucien Buche has a very critical role in the beginning stages of Black Sails Over Freeport: He informs the players about the
island of Yarashad and helps them dig up information on the sextant they’ll need for their journey into Hell’s Triangle.
Unfortunately, Lucien becomes much less important once he’s gotten the players headed in the right direction. And though he
may be an academic, he’s not about to just let someone take the treasure he’s been researching for years. So the PCs now find
they’ve added a new member to their party, and you have another role to play. This shouldn’t be an albatross to carry for either
you or your players, so here are a couple ways to make Lucien a positive addition to your game:
● The Bumbling Academic: Good for comic relief, this version of Buche is knowledge-gathering savant at books, but
an idiot at everything else (Marcus Brody, the curator from the Indiana Jones trilogy, is a perfect example of this type).
Sample activities for the bumbling academic include asking an orc for directions; accidentally buying several pounds of
snake weed; getting constantly, violently seasick; walking into lampposts; and so on.
Sample dialogue: “I say, old chap, do you suppose this gunpowder is too damp to light?”
● The Fount of Knowledge: A much more useful NPC, especially for players who don’t know their way around Freeport
very well. Of course, since most of his knowledge is from reading rather than practical application, there’s always
the chance that he’ll lead the players into the Broken Mug instead of the Merchant District. Some potential activities
include handicapping the ongoing mainland war, giving offhand personality profiles of the entire Captains’ Council, and
identifying any wondrous items the players may have in their possession.
Sample dialogue: “Wait! If you don’t turn the knob on that chest to the right two times while you recite the afternoon
prayer to Yig in the original Valossan, this whole place is going to come down around our heads!”
● The Pompous Windbag: Similar to the Fount-of-Knowledge type, but with half as much knowledge and a propensity to
talk about twice as long (for another pop-culture reference, imagine the Cliff Clavin character from Cheers). Prospective
activities include recalling Francisco’s successful final battle (he lost), waxing philosophical about the higher density of
elven beer (there’s no such thing), and describing a way to build a better lighthouse (underwater).
Sample dialogue: “Of course, to signal your benevolent intentions to your adversary, you have to be certain to take a
firm grip on the blade of your weapon so you can extend the hilt to—ouch!”
Should you or your players get tired of Lucien’s presence, keep in mind that he is an academic, not an adventurer. Your
characters will be facing quite a few situations that could be potentially harmful to an unarmed, unarmored librarian. Not that
we would advocate making him into a human minesweeper, but any combat could be finessed enough to make it his last.

24 Black Sails Over Freeport


- Act I: Red Skies At Morning -
The bas-reliefs hide a secret door to Baumann’s quarters. The trapped chest contains the following: boots of elvenkind;
1,500 gp; sapphire pendant on gold chain (1,900 gp); brass mug
Lucien is in bad shape. The pirates have tortured him for days, and
with jade inlays (600 gp); solid gold idol (10 lb.) (600 gp); gold
remarkably, he remained unwilling to give up his secret. If the heroes
dragon comb with red garnet eye (1,400 gp); finely wrought small
treat him kindly and offer him some food and drink, he confides in
gold bracelet (20 gp).
them, sharing with them his story (See the Lucien’s Story sidebar).
Poison Needle Trap: CR 2; mechanical; touch trigger; repair
Captain Morgan Baumann: hp 80.
reset; lock bypass (Open Lock DC 30); Atk +17 melee (1
Exotic Birds (10): hp 2.
plus poison needle); poison (blue whinnies, DC 14 Fortitude
Lucien Buche: hp 33.
save resists (poison only), 1 Con/unconsciousness); Search
Secret Door: Unlocked; Search check DC 30.
DC 22; Disable Device DC 17.

14. Baumann’s Quarters Section Three: Pluses and Minuses


I’m on the Guest List: +50 XP to each PC if the party gets into the
The secret door opens into yet another circular room. hideout without resorting to violence.
A round bed with plush blankets rests in the center of the Did You Say Those Barrels Were Full of Oil?: +50 XP to PCs who
room. A writing desk sits along the curved southern wall, creatively uses the scenery (barrels, crates, drapes, etc.)
while an armoire and a chest rest against the curved to their advantage during combat with the sea dogs in this
western wall. Fantastic mosaics depicting the night sky, section.
complete with sparkling constellations, cover the ceiling. Hi, We’re the Sadistic Temperance Committee: -75 XP to any PC
who demonstrates their pity for the drug-addled unfortunates
in the Smoking Dragon by bashing their faces in.
This room is Captain Baumann’s quarters, a bit more Spartan than
Crikey, Look at the Size of That One!: +250 XP to each PC for
those of her first mate, but still quite comfortable. The locked,
capturing either Shantar Froese or Morgan Baumann alive
trapped armoire contains fine clothing valued at 500 gp. (Baumann
(+750 XP if both are captured).
carries the key on her person.)

Section Four: Maps and Legends

A
t this point, the PCs have an ancient map, a brand-new is gathering strength to return. For this, he needs all the artifacts
enemy, and a mystery to solve: Where’s this sextant collected in one place. The cultists, though, have hit a stumbling
that can make them rich? After some digging, the PCs block in their search: Nobody in town knows the name Carthy, and
learn that the sextant is a relic from a long-forgotten none of the cultists’ locating spells can track him down. Carthy
battle. The gain one lead on the item’s location: an old man who is long ago made peace with the good pirate god, Harrimast, who
descended from one of the sailors in that fateful fight. Meanwhile, now protects the ancient mariner with divine magic (See Section
sinister forces make themselves known—and a diabolical force Four: The Temple of Harrimast on page).
prepares to re-enter the world.
The cultists stop at the Temple of the God of Knowledge to find
out information on Carthy and his possible current whereabouts.
The Back Story They do their research there just before the PCs arrive—and they
leave an important clue behind. Frustrated, they head to Henry
Unbeknownst to the PCs, they’re not the only party on the trail of Blaine’s bookshop—just after the PCs bust up the drug den
the sextant. Several days before the start of this adventure, a team below—and strong-arm the old man, to no effect. Frustrated, they
of Yarash’s cultists entered Freeport, under the command of their decide to take much more drastic action…
vile leader, Billy Bones, to find the artifact. The cultists’ only clue:
the name Ezekiel Carthy. Centuries ago, a captain sailed under
that name with Francisco’s fleet, the fleet Captain Drac betrayed
and abandoned. Along with four fellow mariners, Carthy swore a
No Place Like Gnome (EL 1)
After the pleasantries with Lucien have been completed, the
dying oath to Yarash, an oath that returned the five from the dead
academic asks to see his friend Flint. The PCs will more than likely
and launched their career as the most fearsome buccaneers the seas
want to get on with the treasure hunt proper, but Buche insists the
had ever known.
gnome can provide information about how he acquired the map
But Carthy’s conscience wouldn’t rest. On the eve of a massive that could help them with the next piece of the puzzle: finding the
naval engagement with the forces of Freeport, he turned against sextant. If the PCs protest that they’ve already asked the gnome how
his comrades. He delivered into Freeport’s hands a sextant, one he came by the map, Lucien simply gives them a knowing look and
of the unimaginably powerful artifacts that Yarash used when he says, “Well, of course you did.” And he begins jabbering on about
appeared as an avatar. With the sextant’s magic at their side, the how crucial it is to find the sextant. “Without it, you might as well
Freeporters drove the weakened enemy fleet into a whirlpool—and use that map to wrap the day’s catch, don’t you know!”
drove the battle from the history books.
The barmaid at the Rusty Hook favors them with an ill look, but
The pirate god Harrimast sent Yarash and his henchmen, the does not prevent the PCs from going to Flint’s room. Inside his
remaining four of the Full-Fathom Five into exile, and now Yarash flop, however, is a sight that might give the adventurers pause:

Black Sails Over Freeport 25


- Act I: Red Skies At Morning -
If speak with the dead is cast on Flint (or any unlucky pirates),
he reveals the intruders attacked not long after the PCs left. The
Flint is still in the room, although it looks as though attackers were dressed in black robes, with cowls pulled over
he will never leave it again under his own power— or their heads that hid their faces. They stabbed him with a dagger,
in one piece, for that matter. The gnome lies splayed paralyzing him. They questioned him about a sextant, and they
on the room’s solitary bed. His throat has been cut didn’t seem to be at all interested in the treasure. They mentioned
wide, and his chest sliced open, with the contents of the a name several times during the investigation: Yarash. To his
latter piled sloppily at his feet. Blood, bile, and other credit, Flint didn’t give up Lucien or the adventurers, though the
viscera have soaked into the mattress and puddled onto attackers didn’t seem interested in who had the map, either.
the floor below. These substances have also been used
to scrawl a series of words and symbols onto the wall Lucien is understandably distraught. His friendship with Flint has
near the bed. They’re in no language you’ve ever seen. extended over a decade, and for the gnome to be murdered at the
But between the unhallowed words you make out start of what could be their greatest adventure is…is…it’s a bad
one design that’s almost familiar: a skull and bones. As way to begin, to be sure. Still…Lucien thinks the good gnome
you look closer, you realize something strange about would have wanted Lucien to carry on the quest, and the fact that
the design: five stars circle the dome of the skull. there’s risk involved will make seizing the prize all the sweeter,
won’t it? Lucien asks the PCs to join in this effort. “By Drac’s
ghost, let’s find that treasure and get back at the blackguards who
And so enter the cultists of Yarash. The cultists obviously have no did this foul deed!”
need for the map, but they have correctly surmised that the map’s
holder will need the same mystic sextant they’re hunting for. He says the PCs’ next order of business is to find that sextant,
Flint didn’t have a clue about the sextant, so the cultists decided which is the key to getting through the whirlpool. And the PCs
to offer the gnome as a sacrifice to their god. The results of their must be quick about it. If the date on the map is correct, Yarashad
handiwork lies on the bed in a bloody, sodden heap. will appear any day now! As the GM, you should drill this last fact
home to the PCs.
GM’s Note: If the PCs have left any pirates from the Section
Two: Flint and the Rusty Hook encounter tied up in this room, As for Lucien, he wants to take Flint’s body to be cremated, so
they have been killed in a similar fashion. he can carry the gnome’s remains with him at all times; he later
scatters them over the treasure in Act II (should he survive that
Should a PC use Decipher Script (DC 25) or cast comprehend long).
languages, she finds the words and symbols are essentially
exaltations to Yarash. “Yarash, we offer these gifts in your name,” No Place Like Gnome Pluses and Minuses
“O Master of the Seas, guide us as we struggle in your foul name,”
and “Bloody One, grant us strength,” etc. Snap Out of It: -100 experience points to any PC who insists that
Lucien interrupt his grieving to help them find the treasure.
…or the Heavens Fall!: +100 experience points to any PC who
makes a stirring speech about “Doing this job for the little
guy!”
Some Rescue: +50 experience points to any PC who realizes
Lucien is probably in considerable danger and gets him to a
safe house (as opposed to commandeering him for research
in the Temple of the God of Knowledge).

Other Information
Sources (EL 1)
Where does one find a sextant in a seaport? Lucien can direct the
party to the Temple of the God of Knowledge, which he says has
the best library in town, and which he had planned to visit before
Captain Baumann waylaid him. (If the PCs have played through
the Freeport Trilogy, they’ll probably be exchanging knowing
glances at this point.)
The PCs can investigate the location of the sextant any way they
choose, but the parties listed below are the only ones in town that
have any worthwhile information or advice to share. Everyone else
is drunk or lying.

The Shipping News


C.Q. Calame, the publisher of Freeport’s daily rag, is gruff and
gregarious, but he won’t have much to tell the players. “The only
relic in these offices is me!” (As for back issues of the paper:

26 Black Sails Over Freeport


- Act I: Red Skies At Morning -
“The morgue only goes back as far as the first Calame—before If the PCs ask to see the books the other fellows viewed, the
then, it’s all smoke and sea monsters.”) The most Calame can cleric points them toward the city directory and the section on
do is direct the players to the reporter on the Gods & Monsters Freeport history; he then directs them to the Magick Items and
beat, “Unkie” Al Crowley. Crowley, whose desk is cluttered with Artefackts catalog. If the PCs happen to ask to see the gold the
holy symbols and half-empty beakers, tells the players he’s never other party donated, let them make an Appraise check (DC 20). On
heard of the sextant, but whenever he needs to do any research a successful roll, the PCs realize the coin is centuries old, dating
he heads over the Temple of the God of Knowledge. (This, by from Freeport’s earliest days. On a failed check, the PCs can tell
the way, is the standard answer from most people in Freeport only that the coin isn’t from any mint they recognize. (The gold
with half a brain.) is ancient plunder from one of Yarash’s hidden coffers on the
Material Plane.)
The Hall of Records Looking through the city directory yields nothing. The book
The clerk won’t have the faintest idea where to look for a sextant. includes plenty names that sound like Carrey, Carvey, and Carney,
He’ll suggest the PCs check out the Temple of the God of but none of them mean anything to the PCs or anyone else they
Knowledge. If, however, the PCs go to the Hall of Records after might ask about. The catalog of magic items is equally frustrating.
they visit the temple, and they ask about the banned or censored Have the PCs make a number of Intelligence checks during this
books they’ve discovered in the temple, the clerk finds only process, but the results are all the same: they turn up nothing about
bare-bones official proclamations. There won’t be any detailed the sextant. The temple has books about magic, and books about
explanation for why the books were banned. sextants, and occasionally books about both, but nothing about this
particular sextant, the one that can get sailors past Hell’s Triangle
in one piece, nor any indication that such a sextant might exist in
The Captains’ Council Freeport.
The PCs may want to search for the sextant in the city’s official The trip to the Temple of the God of Knowledge should not prove
repositories for treasure and artifacts. If so, run them through the fruitless, however. Here are some things the PCs may discover:
encounter that follows this one at the Captains’ Council—but
don’t include the orc encounter at the end. Have the Council clerk • After some considerable research time, have the PCs
suggest the PCs try the Temple of the God of Knowledge for more notice a piece of paper (Spot check, DC 15) hanging out
information on the sextant. Then have the players run through the of one of the volumes they’ve taken off the shelves. The
next few encounters—the Temple of Harrimast, Carthy’s house— paper contains a scrawled note (See Handout Six on page
but have the NPCs react with horror to the fact that the sextant 207). The PCs should realize these are book titles, and that
is missing. Be sure to have the NPCs underline that the sextant they’ve flipped through some of these very books during
is extremely powerful and would be very dangerous to anyone their research. With a bit of prompting, they likely realize
who didn’t have divine favor or royal blood—which means it’s the previous party left the list behind.
probably not in the hands of a common thief. This should prove • If the PCs search out the titles listed on Handout Six, they
a good setup for the orc Spacko’s approach (See Section Five: find all but The Cycle of Yarash at the temple. Also, none of
Serendipity Steps In on page 39) the books mention the magic sextant, and indeed the books
cover a wide range of topics, but the tomes have a couple
The Temple of of things in common. They all discuss Freeport’s history at
some point, however briefly, and on a Search check (DC
the God of Knowledge 15), the PCs note that all the books contain the seal of the
city of Freeport on the inside cover (See Handout Seven
If the PCs have been through the previous Freeport adventures,
on page 207). This seal doesn’t exist in any other books the
Brother Egil or one of his colleagues is only too glad to direct
PCs may have looked through.
them to the stacks. If the players are newcomers, it’s easy enough
to ingratiate themselves with the congenial clerics. • If the PCs spend time reading through the books, they
notice (Spot, Intelligence, or Knowledge (local) check DC
If the PCs approach the cleric(s) forthrightly about what they’re
25, with a +5 circumstance bonus if the PCs are looking
looking for—books on the sextant and map—the presiding cleric
specifically for strange things in the books) that the books’
looks at them strangely and comments, “You didn’t find what
text jumps abruptly in the sections dealing with Freeport’s
you needed the other day?” When questioned, the cleric explains
history, the history of piracy, or the history of Harrimast, the
that another party of rough-looking types came in just yesterday,
pirate god. So, what’s going on? Lord Cromey decreed that
looking for information on a magical sextant. Well, not at first.
the city’s near-defeat at sea—and, hence, its vulnerability—
The other party started off looking in the city directory and in
should not be publicized, so he had the books officially
Freeport history (searching for someone named Carrey? Carvey?
censored to prevent the information from reaching the
Carney?). Then, after an hour or so of digging, they came back and
world at large.
said they couldn’t find what they wanted. So they asked for books
on a magic sextant. The cleric sent them to the Magick Items and • As for The Cycle of Yarash, the only book on the list not
Artefackts section. crossed out, the PCs won’t find it on the shelves. But if they
check the card catalog, they find an entry marked with the
The cleric apologizes for mistaking the PCs for the other party but
Sea Lord’s Seal—different from the others (See Handout
can describe the other crew in only the sketchiest terms: four men,
Eight on page 207). If the PCs ask the clerics about this
medium build, in deep black pirate regalia. They left a donation in
odd entry, they act sheepish and evasive on this subject, but
gold and didn’t chitchat.
they eventually tell the PCs that Sea Lord Cromey had the

Black Sails Over Freeport 27


- Act I: Red Skies At Morning -
various books on the list officially censored 150 years ago, If the players skipped the Temple of the God of Knowledge, and
and he banned The Cycle of Yarash outright. The records went straight to Blaine for clues on the sextant, he can tell them
show that the actions were taken for reasons “pertaining to about the edits and the banned books, filling in the information
the continued Security and Divine Favor of the Island.” they would otherwise have “missed.”
• If asked where they PCs might find a copy of The Cycle
of Yarash, the clerics state that unexpurgated copies would
Other Information Sources
likely only exist in private book collections or antiquarian Pluses and Minuses
bookshops—ones that don’t mind risking legal trouble.
I’ll Gladly Pay You Thursday…: +100 experience points to any PC
If the hint’s not obvious enough, a cleric might mention
who asks to see the gold the cultists donated to the Temple
Blaine Henry by name. GM’s Note: If Blaine has been
of the God of Knowledge.
killed or run off, or if his shop has been destroyed, switch
You Sell Books Here?: +25 XP to the PC who thinks of visiting
the encounter there to the Temple of Harrimast.
Henry Blaine to find The Cycle of Yarash.
Get Me to the Church on Time: +50 experience points to any
Blaine Henry PC who realizes the party needs to go to the Temple of
Harrimast to ask about Carthy.
The PCs arrive to find the shop plastered with foreclosure and past-
Can We Skip to the Flavor Text?: -50 XP to any PC who beats
due notes—and old man Henry nursing some bruises. Apparently,
an NPC to get him to spill what information he has (each
a gang of four toughs came into his shop as he was cleaning up the
occurrence).
mess the PCs made the day before. The brutes demanded the same
information about a magic sextant and a man named Carthy. The
bruised codger is now understandably tight-lipped. The Orc Who
If the PCs show him some sympathy, heal his wounds, and offer
to cover his expenses, Blaine opens up. He describes his attackers
more or less as the clerics at the temple did, but he also remembers
Would Be King (EL 7)
The PCs will likely think to approach the Temple of Harrimast at
something important: the men had designs seared into the palms of
some point. Have them arrive just as a service is letting out. You
their hands, a black skull and bones, with five stars encircling the
might want to sprinkle some members of Captain Baumann’s crew
perimeter of the skull. The same design the players saw in Flint’s
among the crowd.
room at the Rusty Hook (See Section Two).
Yes, he knows about the censored books; yes, he knows about The
You spot the temple several blocks away, as its peak
Cycle of Yarash. It takes great diplomacy (Diplomacy check DC
has been crafted to look like a crow’s nest, and it rises
25) or at least 100 gp to get him to reveal his big secret: he’s got a
high above the surrounding buildings. A huge Jolly
copy of the Cycle stashed in the back.
Roger fixed to a wrought-iron spike caps the peak. As
The book is a tattered, waterlogged volume, with only a few pages you approach, you get the outlines of the building—a
remaining. On those pages, only a few words per page remain cylinder of roughly hewn stone gone green and white
legible. Blaine informs the PCs that the Cycle is an epic poem, a with lichen. As you walk across the wooden dock that
story about Freeport’s early days. leads to the door, you smell salt air and feel the sea
winds brush against your back.
The few readable sections are tantalizing but frustratingly opaque
As you arrive, the temple’s doors open, and a crowd
(See Handout Nine from the Appendix page 207.
tramples across the dock. Then you hear a shout behind
Blaine won’t know anything else about Carthy, including where you.
his descendants might live in Freeport. If the players are lost, have “Hey manflesh! You am wake up! No seaweed god
Blaine suggest they follow up on the line in The Cycle of Yarash about am protect you from Sons of Krom!”
“Harrimast and those who do his will.” Next stop, the Pirate Temple.

A Note About Orcs and Ork!


The orcs as presented in Black Sails Over Freeport owe a few debts to Green Ronin’s very first book, Ork! The Roleplaying
Game, most notably, the worship of the god Krom, the greenness of their skin, and the way they talk. These elements are
included for flavor, as a way to give the orcs some personality. However, you may freely alter these details to fit your own
campaign. For instance, you may wish to substitute the leader of your campaign world’s orcish pantheon for Krom. Or you
might simply add Krom to your setting as a minor orc god. Orc skin color changes from edition to edition, and there’s no one
“right” precedent. We like green. If is at odds with your campaign world, you can either treat these orcs as a subrace from an
exotic part of the world or simply change it for your game.
If you haven’t seen it before, “ork talk” may seem a bit confusing. The basic idea of Ork! was that orks have little concept
of past or future. Everything is happening in the present, thus their pervasive use of “am” when speaking (“Me am kill him
yesterday”, for instance). Ork! was admittedly a comedy game. If your game has a more serious tone, you may want to
paraphrase the “ork talk”.

28 Black Sails Over Freeport


- Act I: Red Skies At Morning -
When the PCs turn around, they find an angry, hulking half-orc in
a long coat, polished black leather, and a beret standing on a crate
and barking out insults. Several orcs dressed just like him surround
him. They look equally angry. The half-orc is Drak Sockit, and
his orc followers call themselves the Sons of Krom (See the Drak
Sockit and the Sons of Krom sidebar below for background).
Drak’s goal today: to get under some humans’ skin. And what
better place to do that than at the church at the center of Freeport’s
religious life? He keeps barking out insults and threats, making
the points that orcs have been treated badly in Freeport (witness
the orc riot at the Docks just the other day); humans are wicked
and weak; and the pirate god, Harrimast, is puny compared to the
mighty Krom.
But all of this, he shouts, is going to change when he is in charge—
because he is descended from Sea Lord Drac’s bloodline, and he has
proof, proof the Captains’ Council can’t ignore for long.
If challenged about this proof, he says, “Me am have plenty of proof.
Me am show it to world real soon.” Then he launches into his life
story, which involves Milton Drac taking advantage of his mother and
giving her a fancy Freeport trinket, along with lots of promises.
Drak is smart and sharp-tongued. In conversation, he’s witty, rude,
and condescending. (His followers, for their part, don’t do much
but nod enthusiastically when he makes a point.) Drak’s speech
is invariably loaded with racial epithets. (Humans are manflesh
or soft boys; elves, blueboys or an obscene variation thereof;
halflings, stunties; dwarves, nose-diggers or chin-wipers. Half-
orcs in the company of humans he calls “kept” or worse.) Any
party members who engage Drak in conversation receive the full
treatment. If they bring up the orc riot and their role in it, Drak is them mix it up. They should be able to deal enough damage to
contemptuous and dismissive. (“Manflesh am start that fight, and either side to make the other combatants realize that continued
then when it am get too tough, he am send for manflesh police! engagement isn’t worth the cost.
When there am orc police, they no am come when manflesh call!”) During the course of the encounter, let a PC or two spy a figure
Drak’s shouts make the crowd angrier and angrier. Resolve the in black hanging around the edge of the fight/heated debate. The
scene however best suits your needs. If the adventurers come figure watches the orcs closely, as if noting of how they move and/
up with clever comebacks for Drak or some good speeches to or act. As soon as he’s spotted, he darts away. This is a Cultist of
placate the crowd, let everybody go off grumbling but with honor Yarash, sizing up an opportunity. (Seeing the cultists here also
satisfied. On the other hand, if the PCs clearly want a fight, let clears up potential confusion in the following scene.)

Drak Sockit and the Sons of Krom


Drak Sockit just might be the most dangerous creature in Freeport. And he’s milking it for all it’s worth.
Clever, charismatic and calculating, Drak came to town around the same time as the rest of the orc laborers, but he didn’t pick
up a shovel—he hopped on a soapbox. He began agitating on behalf of orc causes, lecturing his kinsmen—and their human
oppressors—about the war between the races and how the greenskins are due to turn the tables real soon. To that end, he has
formed The Sons of Krom, a paramilitary, quasi-religious group whose ostensible point is to convert the orcs of Freeport to
stricter observance of Krom, an orc deity. But, in fact, the Sons of Krom exist mainly to terrify the powers that be, stomping
around town in sleek uniforms, acting more purposeful and disciplined than most people would think possible for orcs. On
occasion they’ve gotten into brawls, but mostly they steer clear—they’re waiting for their leader’s command to strike.
But Drak has even bigger fish to fry. As his first name subtly implies, Drak thinks he’s descended from the Drac bloodline—
and hence he believes he’s a candidate for the Sea Lord’s throne. His story: Milton Drac forced himself on a helpless orc lass,
his mother. His proof: a magical sextant Drac supposedly gave her, along with fake promises of puny human love. But Drak’s
keeping the sextant under wraps for now. He knows it’s his ticket to the top, and he doesn’t want to flash it around and have the
humans attack him in force.
The search committee winnowing down Sea Lord candidates is vexed, to say the least. They’ve asked Drak to keep his claim
quiet until the committee completes its search. Big mistake. Drak’s been broadcasting his lineage and the committee’s request
for silence ever since.

Black Sails Over Freeport 29


- Act I: Red Skies At Morning -
Angry Crowd Guy: hp 14.
Drak Sockit: hp 39. Then, staggering out of the shadows, you see a
Sons of Krom: hp 34. looming figure, muscled and weather-beaten, dressed in
captain’s gear—a crimson knee-length coat and a tri-
The Orc Who Would Be King cornered hat—with a huge gold hoop in one ear, a patch
over one eye, and a glowing ivory peg in place of one
Pluses and Minuses leg. For a crutch he carries a huge, gnarled harpoon.
Krom Am Preserve Us!: +25 XP to any PC who listens to the Sons Me name is Father Peligro—but ye may call me
of Krom’s rabble-rousing with open interest (or at least a Peg-Leg.”
lack of open derision).
Say huh?: -50 experience points for stupidly antagonizing the orcs
Peg-Leg is garrulous and transparent with the PCs. He used to
(like letting them get under their skin, and then starting a
be a practicing pirate, as did most of his acolytes, so he isn’t the
fight, etc.).
most airy, sophisticated theologian. But his heart and soul are
It Just Got Green in Here: +50 experience points for creatively
completely devoted to Harrimast, and he’ll be glad to tell the PCs
antagonizing the orcs (walking away with a smirk, arguing
anything he knows about the temple and the god it serves. Except
their points, etc.).
when it comes to…
• Yarash: The Harrimast temple banned worship of the vile
The Temple of god the same way the Sea Lord banned books about the
naval battle. Consequently, there’s almost no “institutional
Harrimast (EL 11) memory” of the fallen first mate, and what does remain is
not for outsiders to hear. Peg-Leg plays the doddering old
salt here: “Aye, Yarash, that name be old…many stories
This room, an 80-foot diameter circle, is as cold as
about that name…I credit none of them, meself.” The PCs
night in the northern seas. Friezes and mosaics cover
may make an opposed Sense Motive check (Peg-Leg’s
the walls—scenes of plunder, ships aflame, treasure
has Bluff +5) to see if he’s sincere. Of course, if they have
being buried on tropical beaches, cold justice meted
access to a discern lies spell, they’ll realize he’s lying about
out to the disgraced or the betraying. From above you
this and anything of relevance they ask below.
hear a cold, rusty creak—looking up, you notice the
whole ceiling is lined with nets, ropes and chains, like • Carthy: Peg-Leg grows grave at the mention of the name. He
the mast of sailing ship. On the ground, pews dominate says something along the lines of: “Aye, me hearties, many
the room; about30 feet before the end, there is a raised men in this town live in the shelter of Harrimast’s gaze. And
platform decorated with nautical paraphernalia—a I know of ’em, for I dedicate prayers to ’em meself at every
captain’s wheel, a walking plank. Above them all hangs service. But revealing such names...not to strangers… No,
the focus of the room: a golden skull and crossbones not without some purpose, inspiring though ye story may
superimposed over two crossed swords. A fire seems to be. I cannot assist ye.”
smolder in those empty sockets…
If the players remark that another crew seems to be hunting
for this same man, have Peg-Leg grow even graver and
The PCs can notice a few things if they look around. A Spot start to break off the conversation. If they tell him about the
check (DC 15) reveals that the pews are crafted from rowers’ tattooed symbols on the assailants’ hands, he immediately
benches. A closer look at the altar (Spot or Intelligence check DC heads behind the altar to his priestly chambers.
15) reveals the wheel to be the high priest’s podium. The friezes
• The Full-Fathom Five: Peg-Leg knows the name, and some
(Appraise check, DC 15) are quite old and roughly done, as
of the truth, but wants to avoid the subject. He plays the
temple artwork goes. Looking closely at the friezes (Spot check
addled-brained old salt here. “Aye, there have been old
or Appraise check, DC 25) reveals that the artwork has been
stories, sea shanties, about a group of pirates that bore that
redone in places. (The priests had the pictures of Yarash fighting
name. But there are as many tales as there are sailors. Some
beside Harrimast or carrying out his will removed when Yarash
say the ghost of Captain Francisco led them. Some say they
fell from grace.)
robbed the wealthy and gave to the poor. Some say they
While the PCs are looking around, a cleric, Peg-Leg Peligro, the were the most terrible buccaneers ever to sail the seas.” He
temple’s high priest, eventually clomps out to talk to the party. The doesn’t give credit such stories.
following dialogue assumes the players are new to Freeport. Adapt
• The Sextant: See entry on the Full-Fathom Five above. He
as necessary.
knows generally what the sextant is for, but he isn’t
prepared to tell a bunch of strangers. “Aye, there are many
You hear a scuffling sound from behind the relics, many magic items…but I do not recognize this one,
altar—alternating with a loud CLOP, like a horseshoe me hearties.”
on cobblestones. A deep, whiskeyed voice calls out,
• Yarashad and Hell’s Triangle: He knows the same stories
“Visitors, praise Harrimast! What wind brings ye
about Hell’s Triangle and Yarashad as the rest of the town,
aboard? Looking for a blessing, are ye? Perhaps ye be
but he doesn’t credit them and won’t speculate on them.
sailin’ out in this landlubber war, for I do smell the sea
about ye?” At that moment (or at any other opportune time during the
conversation)…

30 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Peg-Leg Peligro
Father Peg-Leg, as he’s known to most, spent his
younger years sailing the high seas, plying the pirate’s
trade. During one battle, he was knocked overboard,
and a shark attacked him as his companions hauled
him out of the water. He swore to Harrimast that he’d
dedicate his life to worship if he survived the incident.
And Peg-Leg kept his word.
For a high priest, he’s something of an anomaly. He
presides over huge masses at each of the city’s holidays,
but he holds impromptu services down on the docks,
usually in the most raucous taverns frequented by the
roughest cutthroats. With all of Freeport clamoring to go
to sea under Letters of Marque, he keeps very busy.
In conversation, he is gruff and charming. He looks a
bit top-heavy and doddering, but many a scoffer who
tangled with the old man found himself sleeping in a
bed of kelp.
Father Pegleg carries a fewitems of power, desribed
below

Whaler’s Greatlance
This +2 greatlance of wounding is a favorite of whalers
and marines alike. Its shaft is formed from a single piece
of whalebone covered in scrimshaw hunting scenes. The
weapon’s head is fully four feet long, with a blade as sharp
as a shaving razor. Due to the curved blade, this weapon
can also be used to make trip attacks. A greatlance has
reach, so you can use it to strike opponents 10 feet away,
but you cannot use it against an adjacent enemy. 
The whaler’s greatlance is a wounding weapon and it causes 1 point of Constitution damage from blood loss when it hits a
creature. A successful critical hit does not multiply the Constitution damage. Creatures immune to critical hits are also immune
to the constitution damage from the Whaler’s greatlance.
Moderate Evocation; CL11th; Craft Magic Arms and Armor; harm; Price 32,310 GP.
  Weapon Cost Dmg(S) Dmg (M) Critical Weight Type
Greatlance 20 GP 1d8 1d10 x3 15 lb. Piercing

Captain’s Clomper
This solid ivory peg leg not only supports the pirate who’s lost a limb-it makes him better than he was before. As a free action,
the wearer of the captain’s clomper can act as though affected by a haste spell for up to 10 rounds per day, a spider climb spell
for 1 hour per day or a water walk spell for 1 hour per day. The effects cannot be used at the same time.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Ivory, haste, spider climb, water walk; Price 38,500 gp.

Captain’s Coat
This ensemble looks like a thick, salt-bitten greatcoat, a fading, patched red vest, and tri-cornered hat. But in fact it’s potent
proof for the pirate captain who needs protection and mobility on his fighting deck or in the water. The captain’s coat
confers a +6 natural armor bonus to the wearer. In addition, when the pirate hits the water, the captain’s coat provides a +10
circumstance bonus to Swim checks and any Endurance checks made to stay afloat or swim, the wearer may also attack
normally while underwater or perform other actions as per the freedom of movement spell. All pieces of the ensemble must be
worn to get the full effect, however.
Faint Transmutation, Moderate Abjuration; CL 18th; Craft Wondrous Item, barkskin, freedom of movement; Price 112,000 gp.

Black Sails Over Freeport 31


- Act I: Red Skies At Morning -

The doors burst open and four orcs, in the same black getup as the
Sons of Krom, race down the center aisle, waving their greataxes Notes on the Battle:
and howling like all of hell is behind them. Just as the players start ● One cleric cultist and a wizard cultist approach the altar. The
to react, additional duos crash through each of the temple’s four wizard immediately reads a scroll of wall of fire to protect the
windows. duo from attack. The wall runs the length of the altar, from
The PCs can parley if they choose, but it won’t do much except one side of the temple to the other. If the PCs successfully
provoke an attack of opportunity. The invaders came to fight, but dispel the fire spell, or get around it, the wizard reads a scroll
they’re not the orcs that they seem; they’re Cultists of Yarash of interposing hand to keep the attackers at bay.
disguised by alter self spells. (GM’s Note: Their leader, Billy ● Be sure to play up the pirate angle when structuring the
Bones, is not among them.) PCs who engage in combat with these battle. For example, nudge your party’s rogue, or other
“orcs”, however, might realize (Intelligence check DC 20 on the dexterous adventurer, toward the chains and ropes dangling
first round of engagement, DC 15 thereafter) that something’s not from the ceiling—perfect for swinging over the fire in a
quite right about these creatures. They don’t move like orcs, and burst of derring-do (Tumble or Jump check, DC 18).
they don’t fight like them. Anybody who’s hit by one of these orcs’
“greataxes” gets an Intelligence check (DC 15) to realize that the ● If the PCs need help, Father Peg-Leg can take on a few
blow didn’t feel like a greataxe. If one of the orcs dies, he reverts cultists himself (See Dramatis Personae page 215 for his
to his true form. stats). He targets the two cultists at the altar.

The cultists have come here on a desperate mission. They’ve ● Give the PCs lots of chances to take out the desecrators
figured out that Harrimast is protecting Carthy, so they decided to before they do their dirty deed. For example, let the
weaken Harrimast’s hold over the city by desecrating his temple. desecrators take the full first round getting to the altar;
Then, they figure, they can find Carthy using locate spells. on the second round, they cast wall of fire; then give the
players a round to notice, or have Father Peg-Leg alert them
The cultists have all imbibed potions of alter self so that they to the trouble at the altar, and then start the desecrate spell.
appear to be orcs. Thus, the bulk of the “orc” strike force is in the
temple as a distraction, while two orcs make their way to the altar ● Even if the PCs don’t stop the desecration, it’s not the end
and attempt to cast desecrate on the holy symbol. They’re making of the world. Simply alter Father Peg-Leg’s speech below
a frontal assault instead of sneaking in later because (1) they’ve to fit the new facts, and have him spend the rest of the day
spent a long time on this hunt already, and Yarash isn’t known for casting consecrate with his fellows. Basically, only the
his patience, and (2) they don’t want the priests or Harrimast to details of the plot change. If the cultists’ spell succeeded, it
suspect what’s going on, so they want the orcs to be very publicly means they cracked Harrimast’s protective spell and located
blamed for the attack. If that means losing a few of the faithful, so Carthy. If they didn’t, it means they followed the PCs to
be it. Carthy’s home.

32 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Harrimast and His Church
The pirate god is the patron of buccaneers and the city of Freeport. Corsairs pay him tribute in hopes of making their raids bountiful;
merchants and other seafarers pay homage in hopes of protecting their cargo. It seems like a conflict of interest, but Harrimast doesn’t
just stand for thievery on the high seas. He also embodies everything that’s noble and romantic about piracy. Adventure, derring-
do, love and honor are all crucial elements of his character and his worshippers’ philosophy. They may not be as happy-go-lucky as
bards, or as noble as paladins, but the buccaneers who swear fealty to Harrimast temper their worst impulses with a rough mercy and
code of conduct. Followers of Harrimast always spare a crew when possible, and they treat prisoners fairly. They even consent to
landlubber laws and sacrifice their impulses for the greater good, so that Freeport can prosper as a port city.
Yarash, Harrimast’s first mate, saw these actions as soft, and that belief led to the split between him and Harrimast. The fiery
first mate was Harrimast’s hatchet man on the Material Plane, carrying out his vengeance and enforcing his laws on the high
seas. Eventually the lesser being acquired followers of his own, and he came to feel contempt for his older, supposedly softer
patron. But, when Yarash betrayed Harrimast openly, he found out the old boy could still manage plenty of thunder. Now the
first mate rides the planes in exile, and Harrimast is the only god of the buccaneers.
His worshippers are a rough-and-tumble crew; so are his clerics, who are mostly drawn from the ranks of corsairs. They help
anybody who makes a worthy sacrifice to their god, but they don’t go out of their way to do good—any charity works they
undertake benefit the bottom line of the church or increase the pirate god’s glory. They look for converts on the docks, and
occasionally they travel on pirate ships as chaplains. In conversation, they tend toward Pirate Standard—lots of yars, lots of
salty talk, but all of their tales of fabulous wealth and adventure wind their way toward a sales pitch for Harrimast.
Harrimast’s priests all wear a gold earring worth 50 gp, a symbol of their respect for the god. Anyone returning a dead pirate
priest’s body to the temple with his earring intact receives both the earring and Harrimast’s blessing.
The god of pirates is Chaotic Neutral. He is associated with the domains of Air, War, Travel, and Water. His favored weapon is
the cutlass. (Harrimast replaces the God of Pirates in F:COA on pages 95-96.)

New Spell: Hand of Harrimast


Abjuration [Good]
Level: Clr 9
Components: V, S, M/DF
Casting Time: 1 minute
Area: 10 feet+5 ft/lvl radius from object or person touched
Duration: Concentration
Saving Throw: Will negates (harmless)
Spell Resistance: No
The hand of Harrimast spell works very much like a combination of the spells magic circle against evil and mind blank—with
a few additional twists. Although the spell does prevent all possession and mental domination attempts, as well as stopping entry
of summoned or conjured creatures, much like magic circle against evil, it does not confer a deflection bonus to AC or a resistance
bonus on saves. Like mind blank, the subject of a hand of Harrimast spell is protected from all devices and spells that detect,
influence, or read emotions or thoughts; mind-affecting spells and effects; divination spells or effects; and the limited wish, wish,
miracle, and arcane eye spells.
But the hand of Harrimast also covers its tracks—any person who tests the barrier, whether by physically encountering it or trying to
cast spells to penetrate it, has to immediately make a Will save (DC 15+caster level) or suffer memory loss. Those so affected will not
remember attempting to get past the barrier, that there is a barrier, or even why they were looking in that area in the first place. This
does not prevent future attempts (whether intentional or not), but any memory associated with the prior attempts are lost for good.
The caster can designate specific people or groups of people (a friend, ship mates, members of Harrimast’s church) that will be
allowed to pass unhindered through the barrier when it is first erected. Anyone else who gets through, whether by physical or
magical means, terminates the spell.

Peg-Leg Peligro: hp 78.


front door and cast gentle repose on him, if the PCs haven’t done
Cultists of Yarash: hp 28.
so already. They then take his body to be resurrected. If he’s dead,
Wizard Cultist: hp 14.
another cleric can provide the following chunk of information in the
After vanquishing the strike team, the PCs can investigate the boxed text, or the players can wait until Father Peg-Leg is returned
orcs’post-mortem transmutation and realize that these odd cultists to the living. Revise to suit the circumstances.)
have struck again. The cultists’ presence in the temple shakes Father
Father Peg-Leg (or another priest) takes a look at the dead cultists
Peg-Leg. (If he’s dead, a pair of pirate priests race in through the
and shakes his head.

Black Sails Over Freeport 33


- Act I: Red Skies At Morning -

“This be terrible and strange,” he tells you. “Ye have world. I’ll tell ye where he lives. If he comes to harm by
convinced me, with yer blood and steel and the flesh yer hand, may Harrimast strike ye dead and take me for
ye have hewn before me that you are true. Something chum in his heavenly oceans. But I truly believe ye be
wicked and wild be rising in this world.” He then lifts workin’ for me Pirate Lord.”
one of the cultists’ hands and points to the design on The cleric gives you an address in the Merchant
the palm. “If I didn’t see this mark with me own eyes, District, the ritzy section of town. “Carthy lives there
never would I credit all them old sailor stories. Now I under the name Caleb Solomon.”
wonder…now I wonder just what we be up against! “One more thing,” he says, as you’re about to leave.
“There be stories…yar, stories that run back to the “This man ye seek be protected by Harrimast. But these
very founding of this island…about a gang that bore blackguards be protected by someone, too.”
this mark…the wickedest cutthroats ever to sail the
oceans. The Full-Fathom Five they called themselves.
Five wicked buccaneers who worshipped a devil so foul The Temple of Harrimast
that Harrimast had to swab him from our memory—
Harrimast’s fallen first mate, Yarash, who rode upon a
Pluses and Minuses
beast the size of this island…a kraken he called his own Harrimast Preserve Us!: +50 XP to each PC preventing the
son. Together they were the wickedest pirates ever to sail desecration of the Temple of Harrimast.
the oceans. They cared nothing for loot or for adventure; Pirate Panache!: +50 experience points for anyone using the
they just loved the feel of blood running down a blade. temple’s trappings creatively during the combat.
They would’ve overrun the shipping lanes entirely, the I Knew That Rogue Level Would Come in Handy: +50 experience
stories say, if Harrimast hadn’t stopped their villainy. points to anyone who notices the altered artwork and makes
“As I said, I always thought they was just stories. the connection to the edited books.
Now that I see this mark…now that I see what they was Can We Skip to the Flavor Text?: -50 XP to any player who tries
planning to do…I can only wonder.” beating Father Peg-Leg to get him to spill what information
Peg-Leg scowls and looks keenly at you. “Harrimast he has (each occurrence).
has sent ye to me on this blackest of black days. Ye
have done good for me. He must intend ye to do more.
The man ye seek—this Carthy—aye, he be protected by The Terrible Old Man (EL 1)
Harrimast. His line has lived in Freeport for these many
After the temple incident, the PCs can rest or head to the Merchant’s
years under a false name to keep him hidden from the
District immediately. Whatever the PCs do, in the meantime, the
cultists regroup and decide on a different plan of attack.

34 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Yarash and His Cult
Yarash began as Harrimast’s first mate and hatchet man. When there was work to be done among the mortals, Harrimast laid
out the battle plan, and Yarash did the dirty work, rising from the seas on a mammoth kraken known as the Son of Yarash.
Eventually, the first mate attracted followers of his own, and his head swelled. With his growing power, Yarash turned on
Harrimast and plotted his demise, but Harrimast learned of his duplicity and exiled the upstart for his crimes.
To this day, worshippers—in much smaller numbers and entirely in secret—still call to Yarash. He represents the darkest side
of piracy, thievery, and rapine stripped of any romance, derring-do, or honor. Pirates who follow this wicked deity plunder
not for wealth or adventure but for the sheer ugliness of it. They’d let a ship full of treasure go to the ocean floor if it meant
they could catch a dinghy of escaping sailors and flay them. This bloodthirsty philosophy created a gulf between Yarash and
Harrimast—and led to the lesser divinity’s downfall.
But he still lives, though he drifts in exile among the planes, trapped with the treasures he accumulated in this world. As
things stand, he doesn’t have the power to manifest in the Material Plane, but he can still communicate with creatures here,
sending them dreams and other mental summonses. Thus, has he corrupted weak-minded pirates with powerful appetites,
thereby creating a secret network of spies, assassins, and all-around evil-doers. All of them bear the mark of Yarash’s greatest
enterprise, the Full-Fathom Five, on their palms: a skull and crossbones with five stars ringed above the dome of the head.
Yarash’s typical cultist is a solitary, calculating, sadistic brute who thinks only of furthering his patron’s ends. The merciless
fellow is relentless and fanatically loyal. In his capacity as a spy, he can affect a certain roguish charm to win over the unwary.
Cultists spare no one when in combat (even killing an ally who might otherwise be captured). If, however, an opponent has
chaotic or evil tendencies, or has shown exceptional cruelty or cunning in battle, Yarash may instruct the cultist to convert the
lucky bloke, saving him from a coup de grace.
Yarash is Chaotic Evil. He is associated with the domains of Destruction, Chaos, Death and Water. His favored weapons are the
crossbow and the cutlass (preferably dripping with poison).

William “Billy Bones” Crimshavy


The leader of the cultist strike team is a particularly
depraved buccaneer named William Crimshavy,
better known by his nickname, which he acquired
over years of merciless plunder on the high seas:
Billy Bones. Billy Bones sails with any crew
that will have him, and at this point, few will,
as the stories of his exploits turn the hardiest
buccaneer’s stomach. (It’s not so much his brutality
to victims but to his fellow pirates that turns off
prospective employers: Billy has been accused of
several mutinies and has eaten at least one fellow
crewmen—yes, with fava beans.)
Billy doesn’t speak, he shouts, and he enriches every
sentence to the utmost with colorful obscenities.
The hawk-faced man slicks his graying black hair
straight back, and he carries an atomizer on his belt,
attached by rubber tube to a glass facemask. At more
or less random intervals he inhales bursts from the
atomizer, which often contains something useful,
such as a potion of haste or cure moderate wounds,
but sometimes just abyss dust. As for his love life,
the less said the better.
In combat, Billy usually keeps one cultist by his
side. Billy then attacks with a gun in each hand
and tosses the pistols to the cultist to reload on the
cultist’s turn. If his pistols are spent, or if the cultist
is killed, Billy attacks with a magic cutlass in each
hand. He may also try flame strike or slay living. If
in grave danger, he’s not above casting plane shift to
make a quick getaway.

Black Sails Over Freeport 35


- Act I: Red Skies At Morning -
The Merchant District is a neighborhood of large, guarded approve their entrance with Carthy. (If Father Peg-Leg has given
brownstones, well-kept specialty shops, and subtle but pervasive the players a letter of reference, or some such, the guards bring the
police. The PCs need to be on their best behavior here. And a bath PCs inside the gates immediately but not into the house just yet.)
wouldn’t hurt, either.
A few minutes later, Carthy sends word that he refuses to see the
PCs. Only mentioning the Full-Fathom Five or Yarash gets him to
After a bit of searching, you find Carthy’s house, a change his mind. At that, he instructs the guards to send the PCs
two-story affair at the end of a cul-de-sac, fronted by into his sitting room.
gates and a private garden. As you walk toward the
house, you feel a palpable energy surrounding it, like a
You are led through a high, cluttered hall toward a
hand gently but insistently resisting your approach.
door. Souvenirs of a life tide to the sea hang all around
you: a captain’s wheel hangs from the wall where other
The pressure the PCs feel is “the Hand of Harrimast,” which people might have a mirror, a fishing-net covers another
protects Carthy. If the cultists have desecrated the temple, the wall section, and a harpoon and shark jaw sit above the
pressure is a powerful warding spell cast by Peg-Leg and his door you’re about to enter. The whole place smells of
top clerics that protects Carthy in the interim. The PCs can walk musty salt air.
through the force field easily enough, though they feel a little
nausea after doing so.
The comfortable, well-appointed sitting room contains
Two burly temple clerics dressed in guard’s gear stand at the numerous plush leather chairs and couches for the PCs to sit
gate. If the PCs mention Father Peg-Leg, one guard runs inside to upon. Bookcases run along the walls in the room and a massive

Ezekiel Carthy
Carthy began his career as a gallant pirate, bound by fierce honor. Stern, upright, and rigidly handsome, Carthy did not steal
from people who couldn’t afford to lose the money, and treated his prisoners with the utmost courtesy, insisting his crew not
to kill or molest captives. Even in his private life he was upstanding: Carthy passionately loved a dashing lady pirate, Black
Jenny Ramsey, but courted her from a respectful distance, with letters of introduction and kid gloves and gifts of perfume from
distant lands. He refused to call his rival for Jenny’s affections, one Zoltan Zaska, a cad, even though Zaska was the vilest
sort—a brazen, preening pirate. How could she pay such a rogue the least attention?
Alas, all that was a long time ago—more than 150 years ago, in fact.
When Freeport was founded, Carthy realized he had a chance to be part of something larger than himself, to serve a cause
with honor. When the nations of the world attacked Freeport, he signed on to sail with Francisco, as did his coy lover and her
reckless beau. Soon enough, though, Drac betrayed the fleet and the Francisco’s captains faced a watery grave.
With his dying breath, Carthy cursed his folly. How could Freeport and the god who watched over it, abandon them like this?
He swore that his honor would be avenged—in this world or the next.
Lo and behold, it was. The vile Yarash returned Carthy, along with Black Jenny, Zoltan Zaska, Daen Danud, and the drow
Moab Cys’varion, to this world and promised them eternal life as undead—if they joined him in creating a pirate band that
would turn the oceans red with blood. Hungry to appease his honor, Carthy agreed—as the others did, for their own reasons—
and the Full-Fathom Five were born.
Carthy made his new master the focus of his honor, and for a time became the scourge of the oceans. When Freeport’s captains
sailed against them in force, he battled them back like all the rest. But then he began to dream of his old master, Francisco, who
rebuked the pirate for abandoning his principles. Carthy ignored the dreams at first, but the strain on his conscience grew too
great. He abandoned the fleet and turned over a powerful artifact, a sextant, to Sea Lord Cromey. The action proved decisive.
With the sextant, the Freeporters pushed the Full-Fathom Five through Hell’s Triangle, a legendary patch of ocean from which
no ship returned. Thereafter, Harrimast sent Yarash and the Five into extradimensional exile.
Harrimast spared Carthy, however, but had him swear to him and the Sea Lord that he would remain silent about his actions
and lead a life of anonymity. Then Cromey had the city wipe the records of the incident, so no one would realize just how
close Freeport had come to defeat. Harrimast’s worshippers expunged Yarash from their services, and eventually, from their
memories. Carthy swore that he wouldn’t be a reminder of those dark days.
And Carthy’s oath was made with more than just words: Harrimast cast a powerful protection on the magical sextant. It can be
used only if Carthy utters a special command. But if Carthy speaks the word, he will instantly die.
So Carthy has lived quietly down through the years, poring endlessly over what he has done and what he has left behind. He
still thinks of his lost love and his long-ago honor—which he doubts he can ever regain. He suspects his Jenny may yet live
beyond Hell’s Triangle, but he knows he is forever barred from passing through that portal. Only death can reunite them now…

36 Black Sails Over Freeport


- Act I: Red Skies At Morning -
lacquered oak desk sits in one side of the room. The window
behind the desk looks out into the backyard garden.
Give the PCs a chance to do some poking before Ezekiel Carthy
arrives in the sitting room to speak with them.
If the PCs look about, they might note the following:
● On a Spot check (DC 10), they note the books on Carthy’s
shelves cover mostly on nautical themes, but he also
has an interest in everything from philosophy to modern
novels. The shelves do not contain magical or evil tomes
or anything on the secret history of Freeport, its pirates, or
Yarash. But some of the books are quite old—old enough to
catch Blaine Henry’s interest.
● Carthy’s desk is locked (Open Lock, DC 25). Inside, the
ungracious PC finds normal minutiae: bills, bank records,
general correspondence, and so forth. If the PC looks very
closely, however, he notices (Appraise or Intelligence check
DC 25) that Carthy seems incredibly wealthy but has no
recorded source of income.
● On a Spot check (DC 10), the PC takes note of the only
two paintings in the room. One hangs on the wall adjacent
to Carthy’s desk, close enough for him to swivels his chair
and gaze upon it. This painting depicts a striking woman
in a full-on pirate outfit; she’s tall, confident, and has dark
features. She looks stiff and unnatural in the pose, but her
face still conveys arrogance and fire.
The second picture hangs on the far side of the room on
the wall opposite the desk. The painting depicts a nautical
Upon hearing the story, a pall comes over the old man’s face. In
scene, some kind of ceremony on the deck of a ship at
a halting voice, as if he were choosing his words very carefully,
nighttime. The ship’s crew stands around a lighted circle,
he proceeds to tell the following story.
and they look suspiciously at the two illuminated figures.
One of them is obviously a ship captain; he looks very
upright and warlike in an admiral’s uniform. The other “Many years ago my…family…swore an oath to
figure wears dark robes and a stern expression on his face, Harrimast and the lords of Freeport. We did the city
as he hands something to the ship’s captain. Although the a great service but bound ourselves to silence about
painting has faded with time, on a Spot check (DC 20) the it in return for the protection of the Sea Lord and the
PC notes the object is clearly a sextant. Above the pair flies god he served. I can tell you that the men you fought in
a seraph bearing a banner: Victorie Affured. the temple serve the…powers against which my family
performed this…service—this sacrifice.” The old man
When Carthy enters, read the following:
swivels his chair so that it faces the painting of the
pirate woman, and he lowers his face into his hands.
The door opens and a tall man enters, wearing a
navy-blue dressing gown with a crest over his heart
At this point, settle things with roleplaying. How much you
and a cravat around his neck. You immediately note his
reveal to the PCs is ultimately up to you. Be sure to balance
thinning hair has gone gray and his face and hands are
two considerations, however. For PCs, there’s nothing more
wrinkled and permanently browned from salt air; he
frustrating than running into an NPC who holds the key to the
moves with a cane. But as you look closer, you sense a
whole story but who won’t spill the beans for complicated,
strange vitality coming from him, as if he’s a lot stronger
abstract reasons. (Witness most episodes of The X-Files, for
than he looks.
instance.) On the other hand, Carthy has very good reasons for
not telling the whole story. He has sworn an oath to his god and
If the players have studied the painting, give them a Spot check his city, and those two entities have treated him far better than
(DC 25) to notice that Carthy’s face matches that of the robed he thinks he deserves. Telling the truth may lead to grave trouble
figure in the painting. If they all fail their rolls, let them talk to for Freeport. He has committed grave crimes in his past that
Carthy but have a nagging sense that something’s familiar about remain eminent in his mind. If the PCs use the sextant, they will
his face. Then give them another Spot check roll (DC 15). destroy him (see the Ezekiel Carthy sidebar). And he’s just met
the PCs, no matter who’s vouching for them.
Carthy treats the PCs graciously but cautiously. He extends
them every hospitality, but he does not chitchat, preferring to get Be sure to make those reasons absolutely clear to the PCs. If
quickly to the point. “What’s all this about Yarash, the temple, and they do some clever, admirable roleplaying, however, reward
the Full-Fathom Five?” he asks immediately. them with information for their efforts.

Black Sails Over Freeport 37


- Act I: Red Skies At Morning -
That said, here are some key facts Carthy likely lets slip no somehow regrouped outside of this world…if the shadow
matter what tack the PCs take. (For details on what Carthy really of Yarash has fallen over that isle…why, anyone who
knows, see the Ezekiel Carthy sidebar.) traveled there would be in grave peril! The rewards would
be ungodly huge, both in this world and the next, but think
● His family fought in a sea battle early in Freeport’s
of the risks!
history. Freeport ultimately won the battle because
of something his family did, for which Harrimast has Inevitably, the PCs ask Carthy for the sextant. He tells them
rewarded them over the decades. that, as far as he knows, it remains in the hands of the Sea
Lord, stored in the headquarters of the Captains’ Council, for
● At some point in his past, he lost his great love: Black
his family gave it to the Sea Lord almost 150 years ago. And,
Jenny Ramsey, a smoldering pirate lass. He was a rival
no, he won’t vouch for them before the Captains’ Council. The
for her affections and lost her to a greater love because of
artifact has remained safe in the hands of city government for
something he, Carthy, did. Anything else is too painful to
years, and bringing it out of hiding now, when evil forces are
say.
looking for it, would be foolish. He certainly sympathizes with
● Yarash had something to do with his family’s great the PCs’ quest, but he can’t be any part of it. There’s too much
sacrifice at the sea battle. Yarash was evil, and not of this potential for disaster. This point is non-negotiable, even with
world. great roleplaying.
● The Full-Fathom Five were a scourge upon the oceans, the Ezekiel Carthy: hp 90.
fiercest pirates that ever sailed. His family helped scuttle
The players now have a clear goal—obtaining the sextant—and a
them. As far as he knows, they’re lost from this world
sense of the gathering danger around them. This isn’t going to be
forever.
the treasure hunt they envisioned originally—it may very well end
● The tattoo on the cultists’ palms is, indeed, the mark of the up being a battle for their lives. First, though, they need to get the
Full-Fathom Five. He has not seen such marks for many artifact necessary to start their search. And that will prove a battle
a year. If the powers behind the Five were regrouping…if in itself. In this section, the players will learn that Carthy’s ancient
they were gathering new allies…well, the consequences gift has been lost—and to get it back they’ll have to plunge into
could be terrible. the vilest pits of depredation in all of Freeport.
● The sextant…aye, the sextant. Yes, that’s his ancestor The Terrible Old Man
handing over the sextant, and, yes, it did prove crucial to
victory. As far as he knows, Hell’s Triangle and Yarashad Pluses and Minuses
are just sailor’s stories. But if the PCs (or Lucien) lay out Humanitarian Award: +50 experience points to all if the PCs
Lucien’s speculations about Yarashad appearing behind patiently sit through Carthy’s heart-rending but long-
the whirlpool, Carthy’s eyes grow wide. If the Five have winded personal history.

Section Five: The Belly of the Beast


yes! Here we are. A sextant. Entered by Sea Lord
A Trip to Council Cromey.”

Headquarters ● Just as the PCs begin to think about how to get their hands
on the item, the clerk interrupts: “Ah, wait a moment. Do
If the PCs follow Carthy’s lead on the sextant, they end up at you see that red mark there by the catalog number? That
Council headquarters, wherein they’re in for a mystery. means the item was missing as of the last inventory.”

● First off, the PCs’ questions about a sextant lead to baffled ● The clerk goes into the story with a sigh. “Milton Drac, the
responses. “A sextant? A sextant? Never heard of it. If it’s last Sea Lord, was somewhat…dissolute. He outright stole
an official artifact, it would be stored in the city’s official a number of Freeport’s prize antiquities and distributed
Hall of Treasures.” (Located in the same building.) them to people he wanted to bribe, or curse, or otherwise
influence. Now that he’s dead…well, there’s simply no way
● If the PCs press about the Hall of Treasures. “Oh no, the of tracking down all that’s been lost. I’m terribly sorry!”
Hall of Treasures isn’t open to the public—thievery and all
that—but I can get you the most up-to-date catalog. How Give the PCs some time to stew over this. Let them, perhaps,
does that sound? Then if there’s something you want to get go back to Father Peg-Leg or to Carthy’s house to ask for help.
access to, you can petition the Council.” Neither can provide it, beyond agreeing that Milton was bad news
and the sextant is probably lost forever.
● “Ah, here we are!” (As the clerk blows dust off the cover
of a leather-bound tome.) “The most recent catalog. It’s Give the PCs some time to try to make the connection to the
not of much interest to the public, you see. Well, let’s see half-orc Drak. Drak mentioned that his mother received a magical
what we have here. Holy Avenger (not much use for that trinket from Milton Drac. If the PCs don’t make the connection,
here, is there?)…apparatus of the crab…kraken’s jawbone have them make an Intelligence check (DC 20) to jog their
(still has some ship’s planking between the teeth!)…ah memory.

38 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Serendipity Steps In The Brush-off
Either way, have the PCs make a Spot check (DC 10) after they From the Coppers
leave the location they’re currently in. If they pass, they notice a
If the PCs have run through the other Freeport adventures, and
figure in black lurking around the corner they just turned. They
hence saved the city, they have enough clout to get an audience
can easily capture this stalker and get him talking.
with Police Chief Xander Williams. Or they might use Father Peg-
As it turns out, an orc named Spacko, in full Son of Krom regalia, Leg or C.Q. Calame to get them an appointment—both of them
is shadowing them. Spacko is fairly good-natured, as orcs go, and are formidable forces in Freeport.
a little sheepish about approaching the PCs. But he remembers
But getting to see the boss won’t solve their problem. The Chief
the PCs from outside the temple, and he needs some humans’
Williams tells the PCs they make an intriguing case, but his hands
help. The Sea Lord’s Guard arrested his boss unfairly, and he
are tied, for Councilor Marcus Roberts swore out the warrant
needs the PCs to help him prove his innocence. (If your PCs have
for Drak’s arrest. Roberts alleged fraud on Drak’s part, and Drak
figured out the solution and are trying to track down the Sons of
refused to produce evidence that would exculpate himself, so
Krom themselves, simply alter the following encounter to suit the
Williams had no choice but to execute the warrant.
situation.)
The PCs may insist that Drak has the evidence but is just too
If the PCs resist, have Spacko go into a very earnest, non-
stubborn to produce it. The chief is dubious and tells them that
confrontational, spiel about how poorly orc laborers have been treated
they’ve been fed a line. If the PCs persist (“Why don’t you just go
in Freeport, and how Drak is just trying to make things better. Maybe
there and check?” etc.), he tells them that he doesn’t bend the rules
he goes overboard sometimes, but he just wants to help the orcs. If
for anybody. Drak had ample opportunity to present his evidence
that fails, have him appeal to the PCs’ sense of honor and justice:
but flat-out refused. Drak knew what would happen to him when
“Drak am in jail! He am no do nothing wrong! They am put him there
he made that choice. If the PCs accuse him of unfairness, or of
because he am say he am gonna be Sea Lord!”
pandering to the Captains’ Council, he grows red in the face. He
With any luck, the PCs will give the orc a break and listen to his reminds them how many of the Sea Lord’s Guard died trying to
story. If not, play the trump card (which would otherwise come out stop the destruction of Milton’s Folly (see Madness in Freeport)
in normal conversation): “Drak am going to die because he am so and how many risk their lives every day because of intrigues and
proud! He am have proof he am Sea Lord! But he am no want to counterplots the Councilors hatched. He gave Drak the same deal
show big bosses because he am think they am steal it! He am even he gives everybody else, and Drak didn’t take it.
take it with him to jail! (Whispering) It am magic, see? Somebody
The PCs may argue that the city is in grave danger if the sextant
am need to give it to big bosses so they know Drak am Sea Lord!”
isn’t recovered. (This carries more weight, obviously, if the PCs
At this point, if the players still aren’t getting it, give them are old Freeport hands.) Chief Williams tells them he has his
an Intelligence check (DC 10). Spacko confirms what they’re special cult squad looking into the disturbance at the temple and
suspecting: yes, the magical gadget is a sextant. (“You am look researching all the relevant literature. He doesn’t want any gangs
at star with small part, and then you am move swingy thing on of vigilantes trying to solve this themselves, what with tensions so
bottom.”) What are the odds? high in the streets over the war and the whole orc thing. If the PCs
insist (“Yeah, but it’s us” or “It’s going to be bad, real wrath-of-
Spacko can fill in some details. Drak is being held on the Hulks—
god stuff”) Williams thanks them for their time, but he tells them
the floating prisons reserved for Freeport’s most egregious
that the police have learned a lot from the disasters of the past few
offenders, from whence no convict returns (See F:COA Chapter
years, and they can handle it.
Three: The City of Freeport on pages 32-33). The Sea Lord’s
Guard charged the orc boss with disturbing the peace, incitement Even threats from Father Peg-Leg or C.Q. won’t budge Williams.
to riot, and making a false claim to the Sea Lord’s throne. He is respectful, but he tells them to let the professionals do their
Apparently, he refused to produce his one piece of evidence when job.
the Captains’ Council asked. He didn’t trust them, and feared they
If the PCs don’t have good enough connections to talk to Williams,
would steal it. The Council decided on the spot that he was lying,
a sub-sergeant stops them at the front desk and gives them a two-
and they had him shipped off to the Hulks.
sentence version of the above. End of story.
Spacko, and his fellows, begged Drak to turn over the sextant,
but their leader refused (“Humans no am trick Drak!”). Indeed,
to prevent his subordinates from turning over the device in his
The Captains’ Council
absence, Drak hid the sextant in a very special place (thanks to the
very orcish feat Gullet from Wrath & Rage: A Guidebook to Orcs
Says “No thanks”
and Half-Orcs) and thus carried it aboard the Hulks. He intends to As above, if the PCs have run through the other Freeport
be the first convict to survive the prison ships, but Spacko doubts adventures and saved the city, they have enough clout to get an
even a guy as tough as Drak can pull off that feat. audience with Councilor Marcus Roberts, who heads the search
committee to find the next Sea Lord. Or, again, they might use
Spacko: hp34. Father Peg-Leg or C.Q. Calame to get them an appointment.
If the PCs try to negotiate a solution, it fails, for no one comes Councilor Roberts listens to their story and smiles. He tells them
back from the hulks. They’re put there to rot and be forgotten. As that Drak was a terrible gadfly, irritating the Council and making
always, if the PCs come up with a singularly brilliant roleplaying threats about what he’d do if his claims weren’t heard. Finally,
solution, let them go for it. But if their solution consists of asking Roberts could stand it no longer; Drak’s claims proved a calumny
the police and Council to let Drak go, it simply doesn’t work.

Black Sails Over Freeport 39


- Act I: Red Skies At Morning -
The Hulks
Essentially huge, decommissioned freighters, the Hulks (see F:COA on pages 32-33) sit just outside the harbor, ballasted with
the vilest collection of reprobates, recidivists and deviants in Freeport. While the city jail is formidable, there just isn’t enough
room to house all these blackguards—so the worst of the worst end up here.
Prisoners, manacled hand and foot, must row their own launches out to these vessels of despair, watched over by a stern
guardsman who’s immune to bribes and indisposed to speech. Once onboard, the prisoner spends the rest of his days in the
ship’s holds, a teeming roach-hive of rapine and larceny. Fresh fish sleep on the floor, while the older cons take the moldering
hammocks that cobweb the crossbeams. There are never enough supplies to go around, and the guards aren’t aggressive about
making sure everybody gets a fair share. If you’re not willing to fight or steal, you’ll never get a bowl for the chow line or a
decent spot on the floor. And if you do assert yourself, you don’t want to let your guard down—not for a moment. You show
some toughness, and somebody will want to bust you down to size real soon. Indeed, new power structures emerge and topple
seemingly by the hour, as inmates arrive and get killed off. Whoever can claw his way to the top of the dunghill and stay there
is in charge. Some incarcerated crime bosses have, in fact, set up small fiefs in the rotting hellholes.
The guards, for their part, take a laissez-faire approach to policing. They mainly stay above decks in quasi-permanent
shantytowns; at mealtime, they pour a cauldron of slop down a central shaft for the prisoners to grab at. (The shaft is too
narrow for all but Tiny creatures to travel down—enough for a familiar, perhaps, or a shrunken character.) Occasionally, just
to remind the inmates of their authority, they send down a heavily armed squadron to do a bed check or consult with snitches.
Otherwise, the incarcerated are on their own.

Relevant Hulk Statistics


Outer Hull (wood): AC -8, hardness 7, hp 40, break DC 28 (protected against decay by mothball spell—See F:COA, page 129).
Deck Floor (wood): AC -8, hardness 5, hp 30, break DC 25 (protected against decay by mothball).
Cargo Doors (brass): AC -8, hardness 10, hp 25, Break DC 30.
Locks on Cargo Doors: Amazing (Open Lock, DC 40), also barred with a hold portal spell (guards know command word to open)

40 Black Sails Over Freeport


- Act I: Red Skies At Morning -
on the Council and the city itself. He asked Drak to produce his
so-called evidence or back off his claim. Drak refused to do either, Fast Talk
so Roberts swore out a warrant. The PCs might pretend to be healers sent in to treat Drak or
He does not approve of springing Drak or letting the PCs visit another prisoner, or clerics from the pirate temple trying to convert
him. Roberts says orcs are born liars, untrustworthy and prone the wretched. If they try something along these lines, they’d better
to all sorts of malicious japes. The PCs, Roberts says, should have a picture-perfect set of forged papers, or else the guards
consider what kinds of friends they make in this city. (If the PCs throw them off the deck.
are city regulars, he suggests they’re draining their goodwill by
associating with that crowd.) As for the claim that something Arrest
terrible will happen if the PCs don’t get the sextant, or that the
city is infested with cultists, Roberts rolls his eyes. When has The PCs try to get arrested and sent aboard. If they seem bad
Freeport not been in danger from secret societies? Fortunately, enough, this certainly puts them where they want to be (else they
the city has a police chief with the skill and power to do go to the regular jail)—but without armor and without weapons.
something about it. Then they face the challenge every other prisoner does: getting the
hell out.
Having Father Peg-Leg, or C.Q., intercede won’t do much good.
They’re important men, but Roberts is a Councilor—a whole
different league. He shows suave, condescending respect to the
Allies
temple and the newspaper, but he won’t knuckle under. Father The PCs may try to involve some allies in the fight.
Peg-Leg, he suggests, should be praying for all the good citizens
● The clerics of Harrimast may take a bit of convincing, but
of Freeport going to sea in the mainlander war, not worrying about
they’re Chaotic Neutral, and they know the plankton is
a few fools with tattooed palms. And there are plenty of orcish
about to hit the fan, so they’re up for anything. An assault
depredations that C.Q. could be writing up, aren’t there?
joined by Father Peg-Leg would be terrible to behold, and
If the players don’t have good enough connections to talk to it would have profound, long-lasting consequences for
Roberts, a sub-clerk stops them at the front desk and gives them a Freeport. (Which would begin to unfold while the PCs are
two-sentence version of the above. End of story. off looking for treasure in Act II.) The Captains’ Council
would bring Father Peg-Leg to trial, leaving the temple
without a high priest at the time he’s needed most, given
A Perilous Trip the brinkmanship between the landlubber powers and the
seething tensions between the humans and orcs. (Perhaps
to the Hulks (EL 12) the good father would even be sent to a hulk…)
So, how do the PCs assault a Hulk? That’s entirely up to them, ● Unlike Spacko, the Sons of Krom do not want to hear,
but several possible approaches are outlined below. In all cases, if let alone help, any humans. Still, the PCs could use a
prisoners think an escape attempt is in the offing, they immediately combination of fancy talk and honor-proving combat to win
make a break for what they think is the escape route, and they do over the fanatical orcs and convince them to join in the fight
not relent until they’re out. If guards think there’s a breakout going to liberate their leader.
on, they fire off warning flares to the surrounding hulks, and then
● The Lobstermen would be very interested in what the
they send down heavily armed patrols to quell the disturbance.
players have to say, particularly the part about the treasure
Of course, the PCs inevitably come up with something kooky, like map. This group doesn’t play a part in Black Sails Over
draining the harbor or causing an undersea earthquake or turning Freeport as such, but it’s possible the players have
the boat to stone, so be prepared. encountered them in their adventures, or read about them,
and want to get them involved. So here are some basics.
Full Attack The Society of Lobstermen present themselves as a simple
fishermen’s club, but in fact, they’re a squad of expert
An all-out attack isn’t the smartest way to go, but a high- treasure-hunters. The Lobstermen plunge under the waves
powered party might just pull it off. Hulks usually carry a in quasi-high-tech diving gear, armed with deadly, water-
complement of some 30 guards and 10 or so crewmen, and they friendly weapons, and scour the ocean floor for wrecks. (For
hold about 400 prisoners. Set up the map, set up the placement a full description of the Society of Lobstermen, see F:COA
of the guards and cons, and let the siege begin! Remember the on pages 43-45.) If you want to drop these fellows into your
note above: If the prisoners think there might be a breakout in campaign, simply have them get wind of the mysterious
progress, they go nuts. When the players get below decks, chaos island (perhaps they found the wreck of Lucien Buche’s
ensues. ship and pieced the story together from there) and approach
the PCs to offer assistance. If the Lobstermen attack,
Infiltration they do it from below, perhaps with the PCs providing a
distraction above.
The PCs might try to fly onto the deck, row up alongside and
climb, swim beneath and cut a hole in the hull or cast passwall, ● C.Q. Calame is always a standby, although his efforts are
etc. Have the PCs make appropriate Move Silently or Hide checks restricted to the battlefield of public opinion. (Of course, he
and other skill tests as needed to open locks or break down walls. could provide an army of hasted newsies spider climbing
Remember, again, if the cons or guards sniff a breakout, the up the side of the boat and whapping the guards on the
heavens start to fall. sconce with rolled-up papers. Hmmm…) C.Q. loves a good

Black Sails Over Freeport 41


- Act I: Red Skies At Morning -
Hulk NPCS of Note
Krysos Boz
Most Hulks have a crime lord who has set up a satrapy
in the moldering hold. On Drak’s Hulk, that man is
Krysos Boz, a bloated, loathsome toad who made his
illicit fortune cornering the city’s pornography racket
and left a trail of bodies in his wake doing it. He
distributed the usual printed smut, but his claim to fame
was magical playing cards with suggestive paintings that
actually writhed before your eyes. An impolitic fellow,
Boz got high-handed with one too many underlings, and
somebody grassed. Police Chief Xander Williams’s Vice
Squad captured Krysos Boz and set him adrift.
On the Hulks, Boz is a distant, imposing figure. He
has a deck all to himself, and flunkies and henchmen
(see “Limes” Hammer and Chatty Matty) always
surround him. He dismisses newcomers, and he does
not like to fight when it comes down to it; his lackeys
do the hard work for him. Most days he remains
aloof, leering over his magical cards, waiting for his
underlings to bring him buckets of slop.
All the convicts hate Boz, but he’s the only game
in town. He has a team of 20 convicts (see stats for
typical convict) that act as his enforcers, and they pull
no punches. In return, they get a couple extra seconds
at the slop funnel every night and a chance to huddle
near the relatively clean air of the crime lord’s deck.
If the PCs start a rescue attempt, Boz tries to control
the situation. First, he squeezes the players out of it,
and then (if he realizes he can’t get out without them)
tries to make himself seem necessary to the operation (manpower, contacts on the outside, etc.). If the rescue attempt is more
sudden and violent than that, Boz’s underlings protect him for a few rounds; when death or freedom stares them in the face,
however, they save themselves, leaving Boz to his fate.

”Limes” Hammer
Limes is Boz’s mouthpiece. This smooth-talking insect handles all negotiations, pleadings and entreaties for the truculent crime
lord. Like his boss, Limes is invariably aloof with newcomers, until they’ve proved their usefulness to his employer. If other
convicts get too close to Boz, Limes resents the attention the crime lord pays them, and he plots to have them killed. Among
other quirks, Limes claims to be a vegetarian (hence, through distant derivation, his nickname).

Chatty Matty
Chatty Matty is Boz’s dog-boy. A filthy, gibbering idiot in rags and tatters, Chatty Matty scampers around on all fours, doing
menial jobs for the great one and snatching up bugs to nibble. Matty whispers insults at other criminals, usually based on some
wildly inaccurate premise, and then ducks behind Boz’s skirts, as it were, to escape the consequences. As soon as the insulted
party goes off grumbling, Matty emerges and runs around the room again, repeating the slander.

story, and an orc brought down by pride and an unfeeling


bureaucracy has him hollering, “Stop the presses!” The Extreme Measures
chances of him actually getting Drak sprung are slim, but It’s quite possible the players might have a serious case of
once again good roleplaying should trump all. If the PCs “overkill-itis”, and do something like summon some sort of
deliver a sweetly packaged story to C.Q., and he runs with massive sea creature to attack the boat, or try to sink it on their
it, why not let the cops and the Council get shamed into own (undersea earthquake, comet, legion of sea devils, etc.). If the
letting the orc go? Of course, the PCs have earned the boat starts to go down, the guards make a hasty exit, leaving the
enmity of two of the most powerful institutions in Freeport, prisoners to their fates. The prisoners claw for the exits with every
and get a chilly reception when they need help in Act III. ounce of strength they have.

42 Black Sails Over Freeport


- Act I: Red Skies At Morning -
But You Said...
It’s possible your PCs drag out a small detail included in passing Drak’s Secret
in this module, or in another Freeport book, and use it as the
linchpin of their rescue attempt. If so, more power to them. This feat originally appeared in Wrath & Rage: A
Rescuing somebody from a Hulk should be impossible, so if Guidebook to Orcs and Half-Orcs, a part of Green
someone actually pulls it off, they’ve likely done something the Ronin’s Races of Renown series.
planners never dreamed could happen. So, for example, if your
PCs want to steal the apparatus of the crab from the Captains’ Gullet (General)
Council—which the clerk mentioned earlier in the city’s laundry You can swallow an object and keep it hidden in an
list of items in the Hall of Treasures (See Section Five: A Trip to internal pouch.
Council Headquarters on page 38)—then, let them go for it!
Prerequisite: Savage humanoid, Medium-size or larger.
Benefit: You can swallow up to 1 cubic inch of material
The End of the per point of your Constitution score. Swallowing or
retrieving an object takes a base time of 1 minute,
Whole Sordid Affair regardless of size, but an Escape Artist check can
speed it up. Consult the following table.
One way or another, the PCs end up facing Drak—and another
tough choice. Drak doesn’t want to go, and he doesn’t want to Gullet
give up the sextant (which he’s hidden in his gullet; see sidebar).
He’s confident Krom will set him free or at least martyr him to the Escape Artist Check Time
cause. And forget about giving up the sextant. That’s his key to 10 or less 1 minute
Freeport. 11-15 5 rounds
Still, he’s spent some time in the Hulks, so he’s more amenable 16-20 2 rounds
than usual to talking things out. (Convicts don’t like orcs any 21-25 1 round
more than dockworkers do.) The PCs can make a convincing case 26+ Partial action
that Krom wants him to leave or turn over the magic item. (e.g.,
languishing in prison is a cowardly, un-orcish way to die; or, OK, Items are stored in an inert fleshy pouch that conceals
languish in prison, but your brothers on the outside will think them from detection, as the obscure object spell. (This is
you’re a liar if you don’t prove your case by handing over the an extraordinary ability.) This pouch is a normal part of
sextant, etc.) Or, if the PCs get involved in a convoluted adventure orc anatomy, but you have gained limited control over it.
below decks, they may win Drak’s confidence by rescuing him Hidden items do not take damage from stomach acid nor
from other convicts or proving their mettle in a battle against come into contact with any body fluids. Normal objects,
Krysos Boz, the crime lord. even weapons and sharp items, cause you no harm while
they are so concealed. However, you are harmed by objects
However the PCs resolve the matter, there’s still one big problem: that are corrosive, poisonous, diseased, produce energy
Drak needs the sextant to make his case to the Council, and the of some sort, or are animated. You automatically fail any
PCs need the sextant to get past Hell’s Triangle and find the saving throws you are called upon to make by such cargo.
treasure. What to do?
An object stored in this gullet for more than a day
The PCs might be completely honorable about it and bring the becomes a bit gamy, but it can remain in storage for up
sextant to the Council, demanding that they dismiss the charges to six weeks before it must be removed. If left inside
against Drak. If so, the Council insists upon examining the object any longer, the item becomes embedded in the pouch’s
at some length before coming to any decision. If the PCs leave tissues, requiring a successful Heal check (DC 25) to
the sextant with the Council, the cultists promptly steal it. If this cut it free. If the check fails, the healer can try again,
happens, Drak and the Sons of Krom fly into a rage, decrying but each check (successful or not) deals 1d4 points of
this as another human plot to keep the green man down—and damage to the patient.
any goodwill the orcs had toward the PCs evaporates. (However,
if the PCs come up with an expert plot to placate the orcs, let it
work.)
Alternatively, the PCs may come to some arrangement with Drak: Section Five: Pluses and Minuses
Let us borrow the sextant, and we’ll give it back as soon we’re Well, There’s Always a Frontal Assault: +100 XP to each PC who
done with it. The orc is dubious about this, but if he trusted them participates in an all-out attack on the Hulks, without any
enough to leave the Hulk with them, he can probably be talked outside assistance. This XP may be awarded posthumously.
into a deal. This, however, presents a problem when the sextant is Is This a Dungeon or a Dragon?: +250 XP to any brave soul
destroyed in Act II. Drak and the Sons of Krom will be hopping who removes the sextant from Drak with his bare hands
mad when they find out Drak’s proof is gone. (remember where he keeps it).
Of course, the PCs may decide to dispense with diplomacy and Workin’ It: +25 XP to each PC who makes underworld contacts
just kill Drak. Opting for this cut-and-dried solution makes the while on the Hulks.
resolution pretty simple, too: The orcs get very, very angry. And Ok, Who Can Breathe Water?: -125 XP to each PC if they sink the
they come looking for the PCs—in hordes. Hulk without retrieving the sextant from Drak first.

Black Sails Over Freeport 43


- Act I: Red Skies At Morning -
Section Six: The Chase
A
ssume it is nighttime when the PCs get back to shore.
If Lucien accompanied the party, read the entire section Captains’ Council
below. If they chose not to take Lucien with them, he If the PCs go to Marcus Roberts or the Council for further
awaits them on the Docks, pacing back and forth. As soon information, they will promptly be expected to hand over the
as they set foot on shore, he begins pestering the PCs for a look at sextant for examination, and the cultists promptly steal it, as
the sextant. “Come now, old boys, let’s have a look at it.” Then read previously detailed.
the players the section below, leaving out the portions in brackets.

The Shipping News


[Darkness has already fallen upon the city as you
move away from the Hulks and back to the relative C.Q. is somewhat surprised to see the PCs again so soon (“You
safety of the Docks.] With more excitement than you’ve folks lookin’ for a beat, or ya just miss me?”), but he’s at a loss
seen him muster since you rescued him from Captain for any concrete information. “Well, it’s a sextant. Now all you
Baumann’s den, Lucien turns the sextant over and over need is a boat and a star to steer her by.” “If that were imbedded
in his hands. Even without magical aid, you can tell the in someone’s skull, then we’d have a story!” Al Crowley confirms
device is enchanted; it practically throbs with power. it’s like no sextant he’s ever seen…then again, he can count the
Carved arcane designs unlike any you’ve ever seen number of sextants he’s examined on one hand.
cover its surface. They make you feel vaguely uneasy.
[Lucien is still staring intently at the device when you Temple of the God of Knowledge
once again set foot on solid ground.] “This could take
me a few hours to decipher,” he informs you. “I think it and the Hall of Records
best that we all turn in for the night.”
Though polite, the people encountered here cannot help.

This is sound advice, as the players are in for a very long day
tomorrow. Should the party make noises about getting to the
Blaine Henry
bottom of things this evening by pumping one of their sources There’s a new addition to the posters and notices that are slapped
for information, Lucien reiterates his point, albeit a bit more haphazardly across the shop’s face—a single wooden plank nailed
petulantly. “I’ve been researching this treasure for years, my good across the door with a single word painted on it: CLOSED. Should
fellows. One more night isn’t going to hurt.” The only possible the players tear off the plank, they find that it’s already loose.
exception to this would be if the group thinks of going back to
The changes inside are a bit more dramatic.
visit Ezekiel Carthy, and even then Lucien requires convincing.
Should they do so, skip directly to that section. Otherwise, read
this after they’ve had a chance to get their beauty rest: From the look of things, Mr. Henry has been busy.
The shop is completely empty. There are no books, no
desk, no candles—even the curtain that hung across the
You’re in the middle of breakfast, feeling much better
back wall has been removed, exposing the corridor to
after a full night’s sleep, when Lucien joins you. If he’s
the drug den.
gotten any rest at all, you’d be surprised. His eyes are
red and half-lidded, and the last time you’d witnessed
someone shuffling across a room like that, he was Henry recently decided that the bookselling business has become a
undead. With a sigh, Lucien pulls up a chair and drops wee bit too violent in Scurvytown, so he packed up his collection
the sextant onto the center of the table. and moved it to Drac’s End (along with about 20% of any loot the
“Much as it pains me to admit it,” he tells you PCs may have overlooked). He may or may not decide to open
wearily, “I’m at a loss.” a shop in his new location, but for now he’s enjoying not being
beaten up or questioned by passersby.
Smart as he is, Lucien’s reach in this instance far outreaches his The other residents of the area didn’t wait long to take advantage
grasp. It’s not every day that someone comes across an artifact of the vacancy. As the PCs are about to discover, the Smoking
whose true nature has been obscured by a god. Lucien assures Dragon’s former clientele have decided to take up permanent
them the device will get them through Hell’s Triangle, but its residence until someone kicks them out or they kick off.
protection will only last a short time. It appears that someone
needs to speak some sort of magical phrase to get it to operate Both doors leading to the smoking room have been bashed inward,
while on the threshold of the Triangle itself. Unfortunately, he and the inner room is in a complete shambles.
cannot uncover that word.
The place still stinks of snake weed and abyss dust,
Continuing the Investigation but those odors now compete with a more powerful
smell: humanoid sweat and filth. About a dozen lost
Once again, the party may poke about wherever they like, but they souls are sprawled about the room in various stages of
soon find out that all roads lead to Ezekiel Carthy.

44 Black Sails Over Freeport


- Act I: Red Skies At Morning -
drug-induced stupor or drug-deprived delirium tremens.
The cushions, curtains, and just about everything else
that wasn’t nailed into place have been uprooted and
ruined. Several slogans, written in a substance you’d
rather not identify, now cover the walls.

Along with the usual infantile graffiti (“Orcs am go home!,” “Don’t


get off the boat,” “Yer mom’s an ooze,” and “The Stupendous Lobe
wuz here,” the last complete with a Kilroy-esque caricature of a
figure with an oversized skull peering over a fence) is a message
that may well disturb the players, especially if they happen to notice
that it’s written in blood (Spot check DC 15): “Beware his return.”
Should the PCs have the gumption to speak with any of the new
residents, they are graced with these various gems:
• “Cap’n says we’re shippin’ out tomorrow, and to hell with the
Admiralty. Pirates, waitin’ for a ‘bye your leave.’ Pshaw! Did
you know you’ve got a kobold growing in your nose?”
• “Gog a blub neezle flib bu bb bwb plhim boat boat boat.”
• “Used to be a man could set up a shanty in Drac’s End
whenever he wanted. Now them orcs are puttin’ in
buildings. And roads! It’s enough to make you enter the
Abyss. Hey, there’s an idea.”
• “Excuse me, folks, can you spare a few gold pieces for
snake weed? Hey, at least I’m not lyin’ to ya.”
• “Blaine? Never heard of ‘im. What’d he do?”
out. Because he was in such a rush, and not exactly the strongest
• “The walls are moving! Don’t just stand there, try to brace of fellows to being with, Blaine left a lot of the riches behind—
them with something!” just subtract 20%, as previously noted.
GM’s Note: If your group has been trying to insinuate itself into
Freeport’s underworld, or if they just happened to have picked up an Temple of Harrimast
abyss dust or snake weed habit, you may want to insert a drug dealer
cruising the ruins of the Smoking Dragon Club, looking to pick up Father Peg-Leg comes out to see the PCs immediately, although
new customers. Crafty PCs recognize that the dealer has to have it’s clear that something is eating at him. He cannot provide any
connections to a supplier, and that supplier has connections, and so insight into the sextant, other than to confirm its magical nature.
forth. Freeport’s illegal underside doesn’t come into much play during But he does have other information that should provide the PCs
this adventure, but could certainly come in handy should the players with a push in the right direction.
consider making the City of Adventure their permanent home base. A few questions reveal what is troubling the cleric. The good
The entire first level is in similar shape, with desperate junkies father was making his devotions last evening, when he felt a
literally sniffing the floorboards in the drug room (See Smoking disruption in Harrimast’s protection, almost as if the god’s gaze
Dragon Club: Room 4 on page 21), and several others trying to had been distracted for a moment. The protection returned,
shake off their fever dreams in the bunks (Room 5 on page 21). of course, but Peg-Leg is afraid that something terrible and
Anything of any possible value on this floor has already been unnatural has occurred. “Maybe it’s just an old sea dog lettin’ his
stolen, spent, snorted, and smoked. superstitions get the best of ‘im, but there’s more than a whiff of
death in the air. Yar, and maybe more to follow.”
Because no one has been looking for it—or no one who could be
has been in control of their senses recently—the secret door that Should your party still not seem inclined to follow-up with Carthy,
leads to the lower floors has not been discovered. (Although it will then don’t be afraid to make Peg-Leg more direct. “Harrimast
be if the PCs aren’t careful, which will result in those areas being may have other sailors to tend to, but ye don’t. I warned ye not to
ruined like the rest in short order). let harm come to Carthy, and ye won’t be keepin’ your end of the
bargain chewin’ the blubber with me.”
The lower levels are utterly devoid of both light and life (unless
your party is lacking XP, in which case it is entirely possible that
a group of serpentmen have just tunneled in from the sewer). The
Ezekiel Carthy
area lacks any sort of clue that might lead the party to their next Carthy, naturally, knows exactly how to use the device, since he
step. However, if they missed out on the booty the last time they is the original owner. Unfortunately, the cultists of Yarash have
visited these depths, you might give them another shot at it by not been idle during the PCs’ adventure in the Hulks. They found
either lowering the Search DC to 25, or assume that Blaine left Carthy the day before, and took him by force back to their hideout
some of the doors open in his haste to grab what he could and get in Libertyville. Carthy hasn’t divulged the location of the sextant,

Black Sails Over Freeport 45


- Act I: Red Skies At Morning -
so the cultists have been keeping a close eye on his house to see
who stops by for a visit. As you make your way up, you notice that there are
several drops of blood dotting the steps. When you get to
the landing, you see that they head off into what appears
As usual, the streets of the Merchant District are to be the bedroom.
much quieter than those of its neighbors, which makes
you stand out even more than usual. A lone carriage
passes you as you make your way down the street; its These particular droplets belong to the two cultists Carthy slew
driver notes your arms and armor with a look of disdain. during his kidnapping. The other cult members, not wanting to
Something strikes you as different as you approach leave more corpses behind than they already have, carried their
the Carthy residence. And then you realize that there is fallen brethren out of the house after accomplishing their mission.
no one at the gate to greet you. You also notice that the In case the PCs expected to find a hidden, untouched room—they
energy you felt when you approached the house the other won’t. The cultists had plenty of time to work the place over, and
day is now noticeably absent. anything that might potentially help their cause has been removed.
It is obvious at first glance what happened in the bedroom. One of
The passengers in the carriage are eight cultists of Yarash, who the windows has been smashed in, and there are slashes that could
have been making regular runs by Carthy’s house. The driver was only have been made by edged weapons. Additionally, jagged
actually noting the character’s features, noting likely spellcasters, sprays of blood decorate the walls and floor. Clearly, Carthy didn’t
fighters, rogues, etc. They’ve already taken care of the gate guards, give up without a fight.
which the party soon discovers when they open the front door.
A thorough Search of the room (DC 25) reveals one item of note:
When you arrive at Carthy’s you find the front door
unlocked, furthering your suspicions. The smell of blood As you look about at what was obviously a fierce fight
assaults your noses even before you see it sprayed across in close quarters, your eye catches something partially
the entryway. Copious splashes line the floor, walls, and embedded in the wall. A single tug pulls free a piece of
even portions of the ceiling. The bodies of the two guards black, rough-hewn fabric. Whoever came for Carthy had
have been left there, their throats slit. But what chills you to pay for the privilege in flesh.
the most is the way the bodies have been ritually mutilated,
their bodily fluids used to sketch arcane symbols around
Anyone examining the fabric notices that it made is of the same
their lifeless forms in an all-too familiar pattern.
kind of cloth that they have seen the cultists wear. Should your
PCs not make this connection, a simple Intelligence check (DC
Indeed, the guards have been butchered in the same fashion as the 10) makes it obvious.
gnome, Flint, and several large Full-Fathom Five symbols can be
found painted near their bodies. Should the PCs check the lower
level first, read the following: Yarash’s Minions (EL 10)
The cultists, in the meantime, have spotted the PCs going into the
The souvenirs you noted the first time you were led Carthy abode, and they have doubled back to set up an ambush
down these halls are now in various states of disarray. to steal the sextant from them. Though they try to be stealthy, the
The captain’s wheel lies on the floor in pieces, the fishing PCs may hear (Listen check DC 30) the carriage pull up. Six of
net has been ripped down, the harpoon and shark jaw the cultists disembark, with two each covering the front and back
both shattered. The sitting room is in much the same exits, and two more climbing atop the roof. If they haven’t heard
condition. The couches and chairs have been cut open, the carriage, the PCs might hear the cultists as they scale the wall
the drawers from the desk have been emptied, and the (Listen check DC 20). Otherwise, when they finally come out of
books that lined the walls now litter the floor, their the house, the cultists attack the PCs from behind.
bindings systematically removed and tossed in a corner. Cultists of Yarash (5): hp28.
Oddly, both of the paintings have been cut from their Warrior Cultists of Yarash (3): hp 27.
frames, and are nowhere in evidence.
Tactics
The cultists removed the paintings because they saw the sextant in
one, and they recognized Black Jenny Ramsey in the other. Both • If the cultists have time to set up before the party exits the
have been taken to the cultists’ leader, Billy Bones, who is even house, the leader of this band (who remains with the coach
now confronting Carthy with the information. and driver) prepares to cast detect magic as soon as the
heroes appear. Since the cultists know how many people
The second floor consists entirely of Carthy’s bedroom, bathroom, are in the group, they wait by the doors until the PCs have
and study. All have been thoroughly picked over. all exited before springing their trap. The two cultists on the
roof, who each have a bolt dipped in purple worm poison
(Injury DC 24; Initial Damage 1d6; Secondary Damage 2d6
Nothing has been left intact; even the walls haven’t
Str), shoot first, and then the ground forces move in to engage
escaped unscathed, with several holes punched through
in melee. Since the sextant is by far the most powerful
at random.
magical item the characters carry, the leader can tell who is

46 Black Sails Over Freeport


- Act I: Red Skies At Morning -
carrying it by the end of the first full round of combat (unless The Circus Is in Town
the PCs are not surprised, in which case it will be after the
second full round). He then points that person out to his Although the city is hundreds of miles away from anything
companions. At which point the two cultists on the roof hurl remotely resembling a desert (unless your Freeport is in such a
themselves onto the two characters who currently pose the location, in which case this is slightly more plausible), a camel
biggest threat to their plan (fighters, paladins, barbarians first, train is being led through the streets, and just happens to get in
sorcerers, clerics and wizards second, all other classes last), the PCs’ way (Ride check DC 18, or lose ground that takes an
while the two already on the ground immediately try to steal additional round to regain).
the sextant from the character holding it. The next round, the
cultists who waited at the other exit join the fray and engage Somebody Save My Baby!
anyone who’s been left out, or double up on other characters
A woman taking her newborn out for some fresh air has the pram
who might interfere with their goal.
yanked from her inattentive hands by the careening carriage,
• If Lucien is with the party and is carrying the piece, the sending the helpless tike toward an open manhole cover, band of
cultists take it from him in short order. The cultists then hungry orcs, gelatinous cube, or some similar hazard. Unless the
try to prevent the other party members from getting to the PCs intercede, certain doom befalls the impossibly cute (Cha 20)
thieving cultist before he reaches the carriage. cherub. No Ride check is necessary to cut the pram off at the pass,
but each rider who stops to do so loses at least two rounds.
• Should the party all exit by the back door, the cultists there
alert the others. One of the two on the roof casts detect
magic, and then they try to run interference by jumping
We Want Booty!
from the roof as noted above. A group of pirates, complete with misspelled placards, are
protesting the delay of the release of the Letters of Marque,
• In the event that the party splits up and exits through both
choking the street with their yarr-laden chants. Having a coach
doors, the two cultists on the roof have been instructed to
barreling through their midst hasn’t exactly warmed their surly
consider the people in front a diversion, and to immediately
disposition, so it’s completely likely that a few of them take some
run to the back. They then cast detect magic and fight as noted.
swings (+3 melee, club 1d6) at anyone further disturbing their
• If the players don’t have the sextant with them, the cultists try disturbance. Successful hits strike the horse 75% of the time and
to inflict as much damage as they can. Then they retreat back the rider 25% of the time. Each hit requires a Ride check (DC 15)
to the coach, with two of them staying behind to guard the rear. from the rider to avoid falling off the horse.

The Getaway To Carthy’s House


Should the adventurers break through the cultists and head directly
for the coach, their leader realizes that the jig is up, and tells the
driver to go before the party gets within striking distance. On
foot, the PCs have no chance to catch up. Luckily, there are a few
horses trotting past (or tied up next door, or whatever else happens
to be convenient). Even more coincidentally, there are just enough
horses for the entire party. And the chase is on!
The driver’s escape route goes directly down Wave Avenue then cuts
over into the Warehouse District to the docks, where two more cultists
are waiting in a rowboat to take them back to Libertyville. Assume
that the PCs have “borrowed” light horses (move 60 ft), and that two
heavy horses (move 50 ft) are pulling the carriage. Once the PCs begin
to close the gap, the mission leader pops out of a trapdoor in the roof
of the coach with a pistol. He takes aim at the PCs’ newly acquired
mounts (AC 13), which requires the PCs to make a Ride check (DC
15) for every hit—assuming, of course, that the horse survives.
As if being fired upon isn’t enough, riding through Freeport at a
full gallop certainly poses its own challenges for the PCs. Each
rider should make a Ride check (DC 10) every round to avoid
running into people, outdoor cafes, and each other. Trying to fire
a ranged weapon requires another Ride check (DC 12) to avoid
losing control of the horse. Ranged-weapon attacks made in this The Path
way are at a –2 penalty. In addition, the cultist mission leader
receives a 20% miss chance due to concealment. of the
Obstacles to the Chase Getaway
To spice up the pursuit even further, here are some potential obstacles Cultist’s Boat
that you can throw at the PCs to add to the danger of the chase:

Black Sails Over Freeport 47


- Act I: Red Skies At Morning -
of a trail to follow. Perhaps the best way to do this would be to have
the mission leader take a quick look at his companions waiting in the
rowboat (Spot check DC 20 to notice this), and realize that he won’t
be able to get away by that method, so he then quaffs a fly potion.
Since Libertyville is east of Freeport, this requires him to fly over
the entire city, which allows your group to pursue on foot along the
docks, and practically to the end of the island itself. By the time he
heads out of sight, it is obvious that the cultist is heading toward the
leeward island, and the PCs likely also note that there are several
columns of smoke coming from that direction. Plus, there are those
two cultists waiting in the rowboat, who could certainly be persuaded
to divulge their destination.

Getting to Libertyville
A Gather Information check (DC 15) tells the PCs everything
they need to know about Libertyville: a village on the leeward
island of the Serpent’s Teeth that was conceived as a sister city (or
rival, depending on who’s being asked) to Freeport. Its founding
has been met with failure upon failure. The results of the latest
attempt can still be smelled when a strong wind blows in the right
direction. Here’s what else the PCs may discover:

Libertyville
DC 20 Libertyville started burning a few weeks ago. Thus
far, no one has been too concerned with putting
the flames out.
DC 25 Last time someone tried making Libertyville a
going concern, creatures arose from the sea to
Attack of the Oblivious put a stop to it.
Interior Decorators DC 30+ Rumor has it that one of the members of the
Someone on Wave Avenue picked an inauspicious time to refurbish Captain’s Council is backing a new effort to build
their manse, as two workers carrying a large mirror, plate glass the village and wants to dump enough resources
window, tapestry, or other such bulky object carry their burden into there to make it work. Maybe they’ll resettle the
the middle of the street. Fortunately, it might be possible to jump a orcs there once their work in Freeport is complete.
horse over or through it (Ride DC 20 or lose ground as above).
Since the PCs probably had to hire a boat to get to the Hulks,
arranging transportation shouldn’t be difficult. Otherwise, a
Catching the Cultists rowboat large enough to carry the group, their equipment, and
PCs who want to jump onto the carriage’s roof need to make Lucien can be rented on the Docks for a moderate daily fee (25
either a Jump or Tumble check (DC 20) to bridge the distance. gp), although most folks look at the PCs askance if they mention
Unsuccessful leaps result in the unlucky PC receiving 1d6 damage. where they’re going. That town is cursed, the locals say, and no
one knows what sort of evil lurks on that island.
Of course, engaging in melee atop a moving coach isn’t easy,
either. Each round, the combatants should make a Reflex save (DC How right they are.
15) before taking any action in order to stay on their feet. Anyone
who misses his save (mission leader included) slips onto his Section Six: Pluses and Minuses
backside and is considered flat-footed until he regains his feet. Black Cloaks Are Fashionable This Fall: +75 XP to the PC who
It takes the coach 10 rounds to travel the entire route from discovers the fabric embedded in the wall of Ezekiel
Carthy’s house to the Docks, and an additional 2 rounds for the Carthy’s bedroom.
cultists to get from the coach to the rowboat. I See a Coach? I Attack: +50 XP to any paranoid PC who attacks
the cultist-laden carriage without any provocation.
You decide how the chase resolves itself. The PCs might stop the Curses, Foiled Again: +250 XP to each PC if they stop the coach
carriage before it reaches the Docks; they may do battle with the and capture or kill all the cultists, despite your best efforts.
cultists on the Docks; or they may get to the Docks just in time to see Not My Problem: -100 XP to any non-evil PC who intentionally
the scalawags rowing out of bowshot. Regardless of how it shakes lets the baby carriage roll to its fate (-500 XP if the
out, the trail to Libertyville is almost impossible to follow unless at character is a paladin).
least one of the bad guys gets away clean. This might require a bit of Battle Plan? We Don’t Need No Stinkin’ Battle Plan!: -50 XP to
gerrymandering on your part—a fly potion, perhaps, or a few fudged each PC if the party sees or hears the cultists setting up their
rolls, anything that allows a cultist to escape, while leaving something ambush…and they walk into it anyway.

48 Black Sails Over Freeport


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Section Seven: Libertyville
E
ven though the adventurers are a more powerful group than
the cultists, they are at a disadvantage here because Billy 2. Huts
Bones and his malignant band know they’re coming, how
many people are in the group, and how strong they are. This appears to have been a hut built for a single
Although the cultists would not normally commit all their forces family. Like every other structure here, it needs repair.
in a do-or-die scenario, current circumstances demand a change in
strategy. The PCs probably still have the sextant, and the cultists
need both it and Carthy to be successful. So their main goal in this Each of these huts was built to the same specifications, so there
section is to try to kill the PCs using traps and hit-and-run ranged is very little to tell them apart aside from their varying states of
attacks. Failing that, they try to weaken the party so that the final decay. The northernmost hut, however, was occupied long enough
encounter is more evenly matched. Since they are prepared, the that the inhabitants built a secret hutch in the floor (Search check
cultists should never be surprised in combat. DC 25), which contains 23 gold pieces, 12 silver pieces, and a
potion of cure light wounds (CL 5).
Unless the PCs decide to land on the island on the far side of
Libertyville and approach on foot, they arrive on the beach marked
with an “A” on the Libertyville map. 3. Storage Shed
If the village you see as you beach your boat was The door to this building has been torn from its
meant to rival Freeport, it has quite a ways to go. A half- hinges and lies in pieces beside the entrance, allowing
dozen huts arranged in a semi-circle face the beach with you to see a variety of farming tools inside. The damage
what was probably the town’s signal fire in the center. A inside is extensive, and the southwestern corner of the
guard tower and another small structure whose function roof is completely caved in. All the damage appears
is not immediately clear also form a part of the town. All fairly recent.
of the buildings are in various states of decay, and most
are slowly smoldering into ashes. Unsurprisingly, no one The damage is indeed recent, but it was no evil force that
greets you. consigned this structure to its fate, simply a bolt of lighting that
set part of it ablaze. Anyone who examines the damage (Search
Indeed, the only person above ground here aside from the players check, DC 20) can figure that out.
is a single cultist lying in wait inside the guard tower (See
Area 6 on Libertyville: Map Two). This cultist is armed with
a heavy crossbow and a light crossbow (+5 base attack), which
he uses when the party approaches the garden (See Area 4 on
Libertyville: Map One) or either of the two huts (See Area 2 on
Libertyville: Map One) located nearest his outpost. He has 10
bolts that have been dipped in purple worm poison (Injury DC 24;
Initial Damage 1d6; Secondary Damage 2d6 Str), which he shoots
first. He also has a few other tricks up his sleeve when the players
assault him directly.
Warrior Cultist of Yarash: hp 27.

Libertyville
1. Main Hut
This hut is larger than the others, and looked like
it may have been a meeting place at one time. The
thatched mud roof is intact, but there is very little
beneath it that needs to be protected. There are some
benches and what might have been a podium standing
before them, but all have seen better days and have
obviously not been used in quite some time.

This was to be the main meeting hall for the islanders, but it has
gotten more use from animals needing shelter. Nothing of value
resides within, unless the players are lacking wood to feed a fire.

Black Sails Over Freeport 49


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The shed doesn’t have much that can help the PCs battle the platform, and the sound the PCs hear is the only chance they’ve
cultists: a few rusted rakes, hoes, and sundry other tools to assist got to avoid being covered in the molten substance.
someone living off the land.
Give the PCs about five seconds, and then announce that they hear a
loud bang coming from above them. If anyone looks up, they see the
4. Overgrown Garden (EL 4) upended barrel falling from the platform, preceded by the heated oil.
Anyone still in the 10-foot-square area in front of the door who does
This rectangular section is fenced off from the rest not immediately get out of the way takes a direct hit from the oil
of the settlement, and was evidently going to be used as (1d6 damage), and is covered with it until he takes time to wash it
a garden. The fence has been torn down in a few places off. Anyone within 5 feet of the area takes 1 point of splash damage.
by the local wildlife, and what plants remain are now The platform also provides a vantage over all of the stairs within
fighting for space with a number of vines that are slowly the building, so the cultist can get off at least one more shot, which
spreading out to the rest of the encampment. he uses against the lead character. Once the group reaches the stairs
against the north wall, the cultist tips over the second barrel of oil,
This area actually contains some edible vegetables that the which coats the steps all the way to the northeast corner. When the
PCs can collect for sustenance. Unfortunately, doing so brings characters continue through the oil (or have done enough damage
them within reach of the two assassin vines that have taken up to the cultist with ranged weapons that his life is in immediate
residence here. danger), he takes a burning piece of wood and drops it into the oil.
Any character in the affected area must make a Reflex save (DC
The cultists know about the two creatures, and have made a point 15) or catch on fire and take 1d6 damage (see The Environment in
of avoiding the garden. The guard on duty in the tower waits to see Chapter Eight of the DMG for rules on catching on fire). Any PC
if the plants do his work for him before loosing a bolt. walking through the burning area who was covered with the oil in
the previous attack automatically catches fire, and must make Reflex
Assassin Vine (2): hp 30.
saves (DC 15) every round until he takes time to douse himself.

5. Campfire After they defeat the cultist, the PCs find a wheel crank mounted
on the wall. When turned, it opens the secret door in Area 7. There
is nothing handy with which to lock the wheel, so the door only
This fire pit served as the central cooking spot and stays open for about 10 seconds. PCs who don’t figure out a way
heat source for the burgeoning village. It looks much as to tie the wheel off need to think of a speedy way to get to the door
you’d expect, simply a large hole dug in the earth, ringed before it slams closed (jumping off the platform, for instance).
by stones, with a pile of mostly burned logs at its center.
Anyone searching the body of the fallen sentry will find two doses
of purple worm poison that he never got the chance to use.
The cultists used the pit during those infrequent times when they
stayed above ground in Libertyville. They also set fire to the Warrior Cultist of Yarash: hp 27.
village’s remnants soon after they arrived here (a few weeks ago). Purple Worm Poison: Injury DC 24; Initial Damage 1d6;
The smell offended a certain Ms. Louse so much that she wrote a Secondary Damage 2d6 Str.
letter to the Shipping News about it.
Should they search through the ashes, the PCs find a lot of soot.
7. Barracks
6. Guard Tower (EL 3) Apparently, off-duty guards used this sparsely
decorated 10-foot-long by 10-foot-wide room to catch
some shuteye. The room has a single bunk, currently
In contrast to the other structures in camp, this being used by rodents, and nothing else.
building is in relatively sturdy shape. A set of steps
begins in front of you and winds its way up past a
number of arrow slits before ending in a platform above The solid stone secret door in the west wall is well hidden. Other
you. Aside from a door to your left, the ground floor than bashing it down, only the wheel crank from Area 6 can open
appears devoid of any details or furnishings. You see it. The door opens onto a five-foot-long by five-foot-wide shaft
no one, but you do hear the noise of metal scraping on that descends 100 feet to Area A on the Beneath Libertyville:
stone coming from above your heads. Map Three (Level One). An iron ladder is mounted into the west
wall, and the PCs can use it to climb to the bottom.

The guard tower has been useful to every group of settlers that Secret Door: Search check DC 30; Unlocked; hardness 8, hp 60,
has tried to establish Libertyville (given the success of those break DC 28
settlements, however, the point is certainly arguable), so the
various groups consistently maintained it throughout the years. Beneath Libertyville
The stairs wend their way past arrow slits in the south, east, and
north walls before ending at a platform that allows observers a
clear view of their surroundings. Two small barrels filled with oil
A. Shaft (EL 5)
sit there as well, as the PCs are about to discover. The guard has The ladder to the bottom of the shaft is trapped about 50 feet down.
heated the oil in small batches over an open fire he built on the If the characters do not specify that they are looking for traps at any

50 Black Sails Over Freeport


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Black Sails Over Freeport 51


- Act I: Red Skies At Morning -
point in their journey, the entire ladder retracts into the wall after detect the trap in time, address the following section to the PC
the first character down passes the halfway point. Everyone on the walking point:
ladder when it retracts must make a Reflex save (DC 20) or have
Portcullis Trap: CR2; mechanical; location trigger; manual reset; Atk
their hands crushed by the retracting ladder, taking 1d4 points of
+10 melee (3d6/x2 crit); Search DC 20; Disable Device 20.
damage. Of course, PCs who make their Reflex save may wish they
hadn’t—as they begin falling. Note that PCs who make their save
fall on PCs who haven’t. PCs thus landed upon take an additional As you walk down the corridor, you feel one of the
1d4 point of damage, and have to make a Strength check (DC 15) to stones beneath you give slightly, and you hear a small
avoid being knocked down the shaft. The Strength check difficulty click. Too late, you move away from the trap, only to see
should be raised by one level for each additional character falling on an iron portcullis crash to the ground in front of you!
a teammate (DC 20 for two characters, DC 25 for three, and so on).
Characters who make their Reflex save can use the narrow confines
to their advantage, bracing themselves against the walls (Strength PCs who are beneath the portcullises when they drop have a
check DC 15) to “crabwalk” their way down. chance at a Reflex save (DC 25) to jump out of the way, and
then face the possibility of being struck by the points. PCs who
As if the potential for a life-threatening fall wasn’t enough, the are between the two gates have a tougher time getting clear,
bottom of the shaft becomes a spiked pit trap as soon as the so adjust the save accordingly (DC 30). Rogues may attempt
ladder retracts. Only the first PC down has to make a save, as he to tumble through (Tumble check DC 30). Which way the PCs
provides enough of a buffer to keep his compatriots safe from jump obviously makes a tremendous difference to the rest of this
further injury. Of course, having someone on top of you increases encounter, so be sure to ask which way they are moving.
the difficulty of avoiding the spikes, so the Reflex save should
increase in difficulty for every character forcing the bottommost As soon as the portcullises are down, four cultists emerge from
PC down (DC 25 for one character, DC 30 for two, etc.). Area D (two from the north and two from the south), with two more
joining them from Area E. Each cultist carries a light crossbow, and
To top it off, the noise of the ladder’s retraction—not to mention has a single bolt dipped in large scorpion venom. They shoot these
the sound of falling bodies—alerts the cultists in Area D to the first, and they take as many shots as time allows. If any PC jumps
PCs’ presence, and they have crossbows at the ready when the PCs free of the trap, the cultists engage in melee with their cutlasses.
arrive at the Portcullis Trap in Area C.
The trap has been around for quite a while, so the iron is not
The PCs can disable the trap by pressing in a disguised stone exactly what it used to be. Two Strength checks (DC 15) are
(Search check DC 25; Disable Device check DC 15) before enough to break off a bar and allow the PCs to squeeze through to
proceeding past the halfway point on the ladder. their freedom. Once the PCs have broken through the west gate,
the four cultists (or any left standing) on that side break and run to
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic;
alert their compatriots in Area H. The two remaining cultists try to
automatic reset; DC 20 Reflex save avoids 50 ft. deep (5d6,
hamper the PCs for as long as they can, and they fight to the death.
fall); pit spikes (Atk +10 melee, 1d4 spikes per target for
1d4+5 each); Search DC 20; Disable Device DC 20. Large Scorpion Venom: Injury DC 18, Initial Damage 1d6 Str;
Secondary Damage 1d6 Str.
B. Stone Hallway
D. Barracks (EL 7)
The shaft connects to a rough-hewn stone corridor The reinforced wooden doors that lead to these two rooms are
that travels west as far as you can see. unlocked.

Two secret doors that lead to two equipment (Area E) rooms sit The door opens into a 10-foot-long by 15-foot-wide
on either side of the corridor. If the PCs succeed at a Listen check room whose orderly appearance immediately denotes
(DC 30) as they pass by the doors, they may hear movement from its function as a barracks. The room contains four cots,
behind the walls. Should they discover the doors and open them, only three of which look as if they’ve been used recently.
they discover a single cultist in each room, dipping a bolt in large A corridor heads east from the eastern wall.
scorpion venom.
Fifty feet down the corridor are two doors that lead to the barracks Aside from their orientation, these rooms are exactly similar, down
(Area D). To reach those doors, the PCs have to pass over the to the number of cultists who use the room. The corridors lead to
Portcullis Trap (Area C). The corridor then widens into the first Area E, the equipment room.
of a series of caverns (Area F).
If the PCs avoid the Portcullis Trap (Area C), they find two
Secret Doors (2): Search check DC 25; Unlocked; Hardness 8, 60 cultists in either room, crossbows at the ready. The resulting
HP, Break DC 28. sounds of combat attract the attention of their colleagues, who race
Large Scorpion Venom: Injury DC 18, Initial Damage 1d6 Str; from their current positions to assist.
Secondary Damage 1d6 Str.
The cultists carry the only things of value on their person, so the
barracks contain no treasure.
C. Portcullis Trap (EL 2) (2) Cultist of Yarash: hp 25.
This is another pressure trap. The trap is triggered once a character (2) Warrior Cultists of Yarash: hp 27.
steps on and then off of the trigger plate. Should the players not

52 Black Sails Over Freeport


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E. Equipment Rooms (EL 6) As you step down into the stream, it feels as if the
The doors that separate Area D from the equipment rooms are water has passed right through your clothing and
made of wood and are unlocked. armor and touched your skin with its frigid tendrils.
The roughly circular passage is only three feet wide,
making walking upright impossible, even for the
Once this room might have been worthy of the term party’s shortest members. The rock beneath your feet
armory, but no longer. Time and mildew have rendered is slippery, and it is an effort to move forward without
the few pieces of leather armor here useless. A few losing your balance.
polearms lie on the floor, though their wooden hafts have
deteriorated so much that a mere touch would likely
reduce them to dust. If one of the cultists from Areas D & E survived, he waits here
to trigger a collapse in the ceiling 10 feet away from the entrance
to Area H. Most of the ceiling does not fall in, but there is still a
The cultists have taken any weapons and armor of value from chance that the debris can do some significant damage. Anyone
these rooms, with the exception of a single +1 glaive, whose inspecting the ceiling notices that it has been weakened on a
magical nature will be obvious to anyone who does a thorough successful Knowledge (architecture and engineering) or Craft
Search (DC 20) of the room (Choose one room to place this in). (stonemasonry) check (DC 20). Dwarves can make a check simply
The glaive is hidden amongst the shoddy polearms. If the PCs find by approaching the affected area.
one of the secret doors in the corridor to gain entry, a single cultist
with his crossbow readied is in either room. More problematic is the effect of the cave-in on the stream. The fallen
rocks block the flow of the water, causing the stream to completely
As these rooms were also intended to serve a similar function, they fill the tunnel within six rounds. Anyone pinned by the debris (see
are practically identical. A latrine in the north room is the only Cave-Ins and Collapses in Chapter Three of the DMG for more
difference between the two. If the players have not discovered information), is also completely submerged within two rounds.
them already, the secret doors that open into the corridor will be
much easier to find (Search check, DC 15) from inside. If the PCs do not clear away the 1,000 pound load within five
minutes, the water fills up the tunnel all the way back to Area F.
Cultist of Yarash: hp 25. The water pressure breaks through the obstruction in about 20
Warrior Cultist of Yarash: hp 27. minutes’ time, but anyone under the rock pile is dead long before
then. This also gives the cultists even more time to prepare their
F. Underground Cavern (EL 4) final defense.
Collapse: 3d6; Reflex Save DC 15 for half.
As you travel farther west the corridor widens
into a natural cavern, and the ceiling extends into the
darkness above you. The caverns contain a plethora of
stalagmites and stalactites, with minerals encrusting
most of their exposed surfaces. You hear swiftly running
water coming from somewhere off to your left.

If the cultists have had enough of a head start away from the
Portcullis Trap, they may well try to snap off a few shots from
behind cover in this area. Should you be feeling particularly
malicious, the cultists certainly would have had enough time to
rig some ropes around a few of the stalactites to yank them loose
and drop them upon the PCs. Optionally, the cultists could inflict
damage in other ways; you decide.
The water the PCs hear comes from an underground stream
beneath the cavern’s floor. Although the opening to the stream is
only three feet high, the PCs should have no problem following
the sound to its source (Search check DC 10).
Should the PCs decide to search the cavern on their way out, there
is a 30% chance they uncover a few of gems worth 5d10 gp each.
Stalactites: CR 4; mechanical; touch trigger (attached); Atk +15
melee (3d6, rocks); Search DC 15; Disable Device 10.

G. Underground Stream (EL 2)


The stream is approximately one foot lower than the cavern
entrance, and because of its narrow size, the PCs have to travel in
a single file. The water is bone-chillingly cold.

Black Sails Over Freeport 53


- Act I: Red Skies At Morning -
the first character to walk about halfway over its extended length
H. Second Cavern (EL 7) before striking. That unfortunate character has a moment to
notice that the floor feels a bit pliant (Int check DC 20), and then
You step from the stream into another cavern, which can make a Reflex save (DC 15) only if he or she recognizes the
looks much like the cavern you just left, with one crucial danger before the ooze strikes.
difference—many of the stalagmites have been removed. Gray Ooze: hp 31.
A moment later, you find out why.

Four more cultists await the party here. They are lying on a ledge
J. Third Cavern (EL 4)
in the northern portion of the cavern, with light crossbows at the This cavern is similar to the others, and is about 20 feet in
ready. Luckily for the PCs, these cultists do not have poisoned diameter. Assuming a cultist left the skirmish in Area H, he
bolts. Unfortunately, the cultists have cover. The ledge is 20 feet waits here behind a stalagmite, his crossbow at the ready (he has
up, and the only way up, short of flying, teleporting, or climbing cover). He fires only one shot, and then he charges in to do as
the walls, is via the stairs in Area J. much damage as possible before the PCs kill him. The unlocked
trapdoor to the Antechamber (Area K) is not particularly well
The cultists shoot at the party as long as they can. The only way hidden, as it was primarily designed to keep out unintelligent
your group can effectively evade the bow fire is to retreat back to creatures. The trapdoor leads 10 feet below.
the stream or to run into the passage on the opposite side of the
room. As soon as the PCs clear harm’s way, the cultists run down Trapdoor: Search check DC 15; Unlocked.
the steps and through the trapdoor in Area J, leaving one of their
number to get off a few last shots and cover their escape. K. Antechamber
Warrior Cultist of Yarash (4): hp 27.
You descend from the cavern into a roughly octagonal
I. Gray Ooze Lair (EL 4) room 35 feet across at its widest point. The polished
stone floor alone shows a level of care unseen in the level
The passageway that takes the PCs from Area H to Area J would above it. Several mosaics depicting humanoid creatures
be completely unremarkable if not for the gray ooze living here. performing rituals to a long-forgotten god decorate
The cultists found this out the hard way, and have been avoiding the walls. And though all of the scenes illustrate joyous
this passageway as much as possible since then. events—bountiful harvests, successful hunts, and the
The ooze is currently stretched out over an eight-foot section of like—an undercurrent of dread pulls at your skin, as if
the passage right where it doubles back onto itself. It waits for you had swum through a fetid river and were unable to
completely cleanse yourself of its filth.

If Lucien Buche is with the party at this stage, he cannot identify the
people in the mosaics or the god they’re paying homage to. Even
with an extraordinary Knowledge (arcane or religion) check (over
30), a PC only garners that these scenes are older than Libertyville
and possibly predate Freeport’s founding. The source of these
divinely inspired pieces of artwork is not covered here, but getting
to the bottom of this mystery would certainly make a suitable
mystery for any party looking for further adventure.
After the PCs have been in the room for a moment, the group
should discern that the mosaics are not the source of the dread they
feel. It is coming from the set of unlocked, inward-opening double
doors in the west wall.

L. Desecrated Temple (EL 11)


If your party members don’t like to banter with the villain before
they get ‘round to the bloodshed, feel free to skip this next section
of text and move straight to clobberin’ time.
Should your group prefer a chance to do some talkin’, inform them
that…

Opening the double doors magnifies the unease


you felt in the adjoining room. At first glance, this
long chamber appears to be a temple to the same god
ardently worshipped in the antechamber mosaics. But

54 Black Sails Over Freeport


- Act I: Red Skies At Morning -
begins shooting his pistols, which the cultist standing next to
you soon note that a new kind of worship has taken over him reload. The two cultists behind the double doors (which the
this formerly holy place. players should not see unless they peek behind them) and the two
The wall portraits here have been crudely defaced, cultists hidden behind the center columns move to flank the party
and some of them have been pulled completely out of the once they’ve gone past.
stone and shattered on the floor. Arcane symbols riddle
the six columns that run the length of the temple, some Billy knows that it’s put-up-or-shut-up time; this is his best and
of which have been etched with knives and chisels, some probably only chance to get Carthy and the sextant. He retreats
painted with large swaths of blood. The tapestries that only when it is clear that staying longer means his death, but he
once adorned the rear wall, some 60 feet away, have would rather die than allow himself to be captured. As the battle
been used to make a fire in front of the altar, which has begins, he changes the potion in his atomizer from abyss dust to
been hacked almost in half. But it is what lies in front of haste. As the party engages his last line of defense, he continually
the altar that stops you in your tracks—or rather who. berates the party with obscene non-sequitors (“You’ve got pretty
Lying in a pool of his own blood, his clothes in tatters blood. So red and thick.” “Bad things, man, bad things.” “Blood
around his battered form, is Ezekiel Carthy. He appears for our lord!” “Yeah! Scream again! I want to hear you &*%$%!
to be breathing—barely. Scream again!” “Don’t you %&*#$%& look at me!”) Once the
A line of four cultists stands in front of the three steps party cuts through the line of cultists, Billy Bones takes a snort
that lead to the altar, and another two stand on either of haste from his atomizer, and then attempts to inflict critical
end of the platform on which the altar rests. A man with wounds, then inflict serious wounds. Then he goes to work with
a shock of thinning, greasy hair slicked back straight on both cutlasses.
his head stands over Carthy, and slowly lowers a cocked Once he has gone below 10 hp, he declares, “You #$%#$% fools!
pistol to his prisoner’s head. Though he is some distance You could have won a swift, easy death. Once our lord has risen,
away from you, you have no problem hearing what he you will wish you had. I’ll see you…in Hell!” With that, he casts
has to say to you. dimension door and escapes to the Libertyville beach.
“Look at you!” he bellows before inhaling deeply
from a glass facemask attached to his collar. “Standing Carthy is down to 1 hp, but he refuses healing, instead opting
there like you’re just going to $!%@! stride in here and to drain a rum flask that he has on his person. The flask actually
just ^%#$! take what I worked so hard to steal. NO you contains a potion of inflict critical wounds, although there will not
won’t, you $!%@!! You’re all a $!%@! disappointment. be enough left in the container after Carthy has drained it for the
I’m so $!%@! disappointed. Most &*&*@#! PCs to realize this.
disappointed that you’ve made it this far. But if you take Once he has imbibed the potion, he insists that he be taken from
just one more step, ONE MORE, your friend here won’t “this foul place.” Even now, he refuses to speak to about what
live to see you take another.” happened. If the PCs show him the sextant, he looks resigned.
“You’ve found it after all. I beg you, take it away. I was wrong. I
Billy Bones’s threat may sound convincing to the PCs but it’s should have consigned it to the bottom of the sea a long time ago.
hollow (Billy has Bluff +5, if the PCs want to make an opposed It’s not too late. Do as I say, or others will come for it.” If he sees
Sense Motive check). As previously noted, he needs the sextant that the PCs are set on using the piece, he relents with a heavy,
to bring back to his masters, and he needs Carthy to operate it. melancholic sigh.
If the PCs look like they’re swallowing his bluff, he pushes the Though they are unaware of it, the PCs have just sealed Ezekiel
point harder: “You have no idea what you’re messing with; Carthy Carthy’s fate.
deserves everything he’s getting, and there’s no treasure on the
other side of Hell’s Triangle.” He will even go so far as to offer The secret door in the southwest corner of the room is well-
the PCs a sizable amount of “#$@#*! Money” for the sextant and hidden but unlocked. Inside are humanoid vestments, two potions
their hasty departure. of cure moderate wounds, and 128 gp.
Should the group actually hand over the sextant, Billy Bones Warrior Cultist of Yarash (4): hp 27.
grabs hold of Carthy and the magic item and casts dimension door, Cultist of Yarash (6): hp 25.
taking them back to the Libertyville shoreline (since Carthy is Billy Bones: hp 75.
unconscious, he is a “willing” target). He then leaves the rest of Secret Door: Search check DC 30.
the cultists to deal with the PCs as best they can. If the PCs survive
that, they have to track down Billy Bones, which becomes even Section Seven: Pluses and Minuses
more difficult if he makes it to Hell’s Triangle. Otherwise, they are
Just Call Me Twinkletoes: +500 XP to each PC who avoids taking
destroyed in about a month.
damage from all the cultists’ traps.
But more on that later. Just Call Me Twinkle—ow!: +50 XP to each PC for every trap
they avoid (should not be combined with Just Call Me
Assuming the PCs’ don’t fall for the bluff, they still have their
Twinkletoes).
work cut out for them. The desecration done to the temple acts as
Just Call Me Clutz: -100 XP to any PC who gets caught in all the
a permanent bane spell (-1 to attack rolls and –1 to saves against
traps.
fear effects) that encompasses the area. Five of the cultists in the
That’s Not a Man, Baby: -250 XP to any PC who intentionally or
west end of the temple (the four in front of the steps and one on
accidentally does damage to Carthy.
the platform) immediately fire their crossbows at the first sign of
I’ve Got Your Sextant Right Here…: +100 XP to each PC if they
aggression from the PCs, while Billy casts flame strike, and then
convince Billy Bones that they’ll hand over the sextant.

Black Sails Over Freeport 55


- Act I: Red Skies At Morning -
Section Eight: Hell’s Triangle
C
aptain Carthy will die if he helps the heroes enter the one from someone at the Docks. Buying one costs the most, as the
whirlpool using the sextant. As the heroes begin talking heroes not only have to purchase a vessel, but they have to hire a
about how they should use the sextant, Carthy attempts crew and purchase supplies for them all. It should be abundantly
to convince them one last time that it is not a good idea. clear at this point that the heroes need a large vessel, with at least
He talks of man-eating sea creatures larger than any ship and a two or three masts. If they are looking for something smaller, have
strange fog that envelops any ship traveling into the Triangle. He them make a Wisdom or Profession (sailor) check (DC 10) to
also quickly points out that those who enter the Triangle do not realize that something smaller will not do. The Ship Specification
return—and that even if they survive the horrors of the Triangle, Table shows the types of ships that are available for sale, along
he does not know what awaits them on the other side. They may with the crew needed and armaments on board. Please note that
never be able to return to this plane of existence. the crew must be hired or shanghaied, as they are not included in
the listed price.
This is a good opportunity for some roleplaying. It not only
adds some depth to Carthy’s character, but it can also provide After purchasing the ship, it needs to be crewed. Shanghaied
foreshadowing and a real sense of dread about what may happen sailors are cheaper but less loyal. Keep this in mind when
in the Triangle. In the end, the appearance of the cultists and the determining morale during the voyage. Crews can be hired at the
possible rise of Yarash will weigh too heavily on Carthy’s mind, rate of 5 sp per day per man for basic sailors. A navigator and first
and after some persuasion, Carthy agrees to guide them to the mate run 5 gp per day. Their morale rating can be improved if
whirlpool. they are given a share of the spoils and treated fairly. Of course,
the heroes may perform these functions themselves, using the
following skills: Profession (sailor and navigator) and Knowledge
Hey, We Need a Ship! (geography).
Obviously, the heroes need a ship to continue on from here. The Of course, the heroes may hire a vessel that already crewed. The
simplest solution to this problem is that the heroes already have a cost varies according to the ship’s size. The captain charges an
ship of their own. They need only outfit it with supplies and crew up-front fee and always requests a share of the spoils. Of course,
as they normally would for a long sea voyage. If they do not have the heroes could always lie to the captain and then commandeer
a ship, things get a bit more complicated. his ship at sea. Although this method is cheaper, it could lead to
Having a ship built is out of the question, as it would take months, problems of morale later on. The up-front cost is 1,000 gp, 2000
and time is of the essence. Thus, the PCs may hire a ship or buy gp, and 2,500 gp, respectively, for each ship type listed in the Ship
Specification table.
A sample sailing vessel, the Sea Lion, is outlined in the appendix,
complete with crew. You may also create your own vessel and
crew for the heroes to use.

Diving Spells
If they have not already, the heroes may want to use divination
magic to find out as much as they can about the sextant, map,
Hell’s Triangle, etc. You have been given detailed descriptions of
all of these items and areas, so please do not discourage the heroes
from investigating them. These spells can be used to add to the
mystery to the game, as the answers they give are often cryptic
and create more questions for the heroes to ponder. For example: A
legend lore spell cast on the sextant may reveal the following, “A
protective guide, to be sure. In the hands of the old one it provides
safe passage, but at the same time a long-awaited death.”

Heading for the Triangle


Hell’s Triangle is three to four days’ sail from Freeport. Wherever
you have placed the city in your gaming world, the Triangle is
located as far away from the mainland as possible. Carthy and
Lucien impress upon the heroes that time is of the essence. Carthy
highlights the danger that the cultists and their sinister plans may
pose to Freeport, and Lucien reminds hem that, according to the
treasure map, Yarashad will appear within several days’ time. So
the PCs cannot dilly-dally around Freeport after recovering the
sextant. They must put to sea as soon as possible.

56 Black Sails Over Freeport


- Act I: Red Skies At Morning -
Ship Specification Table
Vessel # Crew Min/Max Armaments Purchase Cost
Sailing Vessel 8-12 None 8,000 gp
Merchant Vessel 15-20 1 Ballista 13,000 gp
Warship 15-20 2 Catapults 20,000 gp
Notes: A sailing vessel is a single-masted ship with no armaments. It is fast and light. A merchant vessel has two to three masts
and a ballista mounted on the foredeck. It is slow but sturdy and has lots of cargo room. A warship has two to three masts with
catapults mounted fore and aft. It is very sturdy but slightly slower than the small sailing vessel.
Alternatively, the rules for firearms from Freeport: City of Adventure may be used to outfit the ship. See pages 147-151.

In general, the Triangle’s waters vary greatly. Most often, the seas the heroes, but not as much fun as having her harassing them
surrounding it are rough, sporting whitecaps and making sailing as the adventure goes on. The Kraken’s Claw is detailed in the
difficult. Sometimes the seas are very rough, with swells of up Appendix.
to 20 feet. Even more ominous is the fog-bound area near the
Triangle’s center. Here, the seas are almost at a dead calm, and the
creaking of every deck board can be heard.
There’s a War
Going On, You Know (EL 10)
Encounters in This encounter is designed to remind the heroes that there is a
war brewing on the mainland, and Freeport is getting caught up
the Triangle in it. On the high seas, it is often difficult for commanders to
ascertain the allegiance of any given ship, as all vessels do not fly
Here are four planned encounters for the heroes that occur before their nation’s colors. Unscrupulous combatants, of course, take
they reach the whirlpool. Feel free to use some or all, and add advantage of the situation, attacking and capturing neutral vessels
more if you think your group will enjoy them. and impressing their crews into hard service.
One such captain is Clayton “Red Wolf” Saragosa, who
Captain Baumann’s Revenge commands the Fang for the barbarian navies. Clayton is a barbarian
Captain Baumann has not forgotten the heroes and what they did from the far North from a culture born and bred to sailing. He has
to her in her hideout. She has been watching them carefully, biding blue eyes, fair skin, and long, bright, red hair and wears the pelt
her time, waiting for the day when they would set out for Hell’s of a winter wolf as a cloak. The hair was a trait passed on from
Triangle. She wants that pirate treasure, and she is going to get his mother, a woman taken by his father in a raid. In battle, he
it at all costs. She knows now that she will never get through the often flies into a fit of rage, his eyes bright and unblinking, his
whirlpool without the sextant. Rather than stealing it, she plans hair flowing wildly about him, and his teeth clenched in anger. His
to follow the heroes and ride through the whirlpool in their wake. enemies began calling him the Red Wolf, and the name stuck.
She has consulted with a wizard and is convinced that this will The Fang is a small, fast, galley with two masts. A Kolter Titan
work. The wizard has a crystal ball with true seeing, and he has GG swivel gun is mounted on the port and starboard sides to help
been using it to track the heroes. Baumann knows what each of with boarding actions. (See F:COA on pages 150-151). The ship
the heroes looks like and she’s seen the ship they are traveling in, also has an enchanted figurehead of a snarling wolf that grants
so any nondetection wards have to include all of these people and resist energy (fire) on the entire ship and crew. Captain Saragosa
items to be effective. If Baumann cannot track the party via the can recharge the figurehead by placing a fire opal worth at least
crystal ball, she heads for the center of the Triangle and take her 500 gp in its mouth. Nine sailors, the first mate, and Captain
chances. Saragosa crew the ship.
Baumann does not want to confront the heroes at this time, so she
tries hard to avoid detection as she follows them to the whirlpool,
remaining out of sight of their vessel whenever possible. Her
wizard ally has prepared three gust of wind spells to help her ship Snarling Wolf Figurehead
get within range, when necessary, to enter the whirlpool. The ship also has an enchanted figurehead of a snarling
If the heroes detect the Baumann’s presence through magical or wolf that grants resist energy (fire) to the ship and
other means, they have a decision to make. Carthy tells them that anyone on board. An 11th-level wizard created the
turning to face her now may jeopardize the mission. The PCs may figurehead, and it absorbs 30 points of fire damage to
try to harass her, though, perhaps by summoning a sea creature the vessel and/or its crew. Snarling Wolf Figurehead:
to attack her vessel or flying over and dropping a fireball. The Greater Abjuration; CL 11th; Craft Wondrous Item,
possibilities are endless, but keep in mind that Baumann is meant resist energy: fire, carved wooden figurehead of at least
to be a recurring villain as the heroes venture to the seas beyond 500 gp value; Price 44,500 gp.
the whirlpool. If she is vanquished now, it may be satisfying to

Black Sails Over Freeport 57


- Act I: Red Skies At Morning -
The heroes may want to lash themselves to the deck or try to ride
it out below deck. That would be too easy and very uninspiring.
One or all of the following things could happen to liven things up
during the storm:

I’m Gonna Be Sick!


The endless swaying of the boat in the storm may cause some of
the heroes to get seasick (See Seasickness Rules in F:COA on
page 113). The heroes have to make a Fortitude check (DC 20)
or temporarily lose 1 point constitution per day until he makes
a successful Fortitude check. Keep in mind that the DC for the
check after the storm is 10.

Man Overboard!
Someone important—a party member, Lucien, or the vessel’s
captain—washes overboard. The heroes must save him before he
drowns! Play this for cinematic effect as much as possible. Waves
crash on the deck, lightning strikes in the distance, and the ship
keeps moving away, etc. Certain skills come into play here, like
Swim, Use Rope, Profession (sailor), Balance, etc. Remember to
apply armor check penalties for anyone foolish or unlucky enough
to fall into the ocean while still wearing armor!

Leak!
The pounding of the waves and the rocking of the boat cause
a leak in the hull. The ship takes on water at an alarming rate.
Someone has to swim into the hold to stop the leak, or the ship
will surely sink! The PCs can fix this problem by casting a make
Their plan of attack is simple. The captain uses the Fang’s speed to whole spell may be cast on the hull if the caster knows the breach
bear down on the opposing ship, taking care to avoid a broadside location. Or, the hero may stop the leak with more mundane
if possible. His men then fire at the heroes as soon as they are in things, like tools or a spare sack—any item that can be shoved in
range. One-eyed Pete the wizard uses his scroll of lightning bolt the hole temporarily until the storm passes.
on the largest concentration of people on the deck of the heroes’
ship. At the last moment, the Fang comes up alongside the enemy Hey! Who Tied that Knot?
vessel and a volley from the swivel gun clears the decks. The
Although the crew has battened down the hatches and tied down
barbarians then throw grappling hooks over to pull the ships
the sails, one of the knots comes loose. The mainsail is now
together, while others swing over on ropes from the masts. When
partially open and the storm threatens to rip it apart, and, of
they capture the crew, they loot the ship and then refit it as a
course, the PCs need the sail to get where they are going. The
barbarian warship. They press the crew into working for them—or
heroes have to come out on deck and help tie down the sail. Here
they kill them.
again, skills like Use Rope, Balance, and Climb come in handy.
This encounter is a great opportunity to have some fun with For example: A hero may have to climb up the mast (Climb check,
swashbuckling combat. Have the NPCs swing from ropes to attack DC 20), shimmy out on the yardarm (Balance check, DC 25)
the enemy, balance on the yardarm while sword fighting, or make and tie down the sail (Use Rope check, DC 20). Failure means
a heroic leap across to the enemy ship as they engage. crashing to the deck, doing it all over again, or worse: falling in
the raging seas. See Man Overboard!.
Clayton “Red Wolf” Saragosa: hp 69.
Clayton’s First Mate, Stumpy Hookhand: hp 25.
One-eyed Pete: hp 19. Death Fog (EL 5)
Clayton’s Rogue Pirates: hp 22. The center of Hell’s Triangle is ringed with a perpetually thick
Clayton’s Fighter Pirates: hp 21. fog. It is so dense that it is difficult to see your own hand in front
of your face. In this area, the water is very still and there is only
The Storm of Storms a slight breeze, so the ship will be moving very slowly. Every
sound is magnified in the stillness. The ropes rubbing against the
At some point in the journey to Hell’s Triangle, the heroes
mast, the creaking of the ship boards, and the lapping of the water
encounter a terrible storm. This should occur before the last
on the ship’s hull will combine to become both annoying and
encounter listed. Make sure you give the heroes plenty of warning
creepy. Intuit Direction will be the only way to navigate in this
so that they can take some precautions. The skies begin to look
impenetrable fog.
dark and ominous and the winds pick up tremendously. Thunder
rattles the decks and lightning lights up the skies. Then the seas Lurking in this area is a pair of Life Leeches. (See Appendix: New
then turn rough and the rains come, bringing the storm in earnest. Monsters). They were drawn here when the whirlpool was created.
Now they prey on any living creatures that venture into the fog.

58 Black Sails Over Freeport


- Act I: Red Skies At Morning -
They will use their near invisibility in the fog and their blindsight At this moment, an osyluth devil attacks Carthy. The Captains’
ability to strike at vulnerable party members. Since visibility is so Council of Freeport bound the devil to the whirlpool, fearing that
minimal, 2 feet at the most, anyone not directly in melee combat Carthy might return to this spot someday to somehow resurrect
will not be able to see the life leeches. his old companions. The devil has been waiting for Carthy to
appear for almost 150 years, and he uses his spell-like ability
There should be a buildup to this encounter. Take some time describing to teleport, greater right in front of Carthy. The devil attempts
the eeriness of the fog. Maybe a wisp of air passes by one of the heroes to rip the sextant from Carthy’s grasp. Although Carthy would
as they are on deck or a strange noise causes him to turn his head. There normally be more than able to defend himself, the drain of using
should be a feeling of foreboding before the attack comes. the sextant leaves him helpless. If the devil rips it from his grasp
Life Leech: hp 45. or Carthy tries to attack the fiend, the protective aura around the
ship dissipates, and the whirlpool slowly rips ship the ship apart,
tearing it asunder after 10 rounds.
Into the Maelstrom (EL 6) Osyluth: hp 95. (GM’s Note: If this devil is too weak for your
The center of Hell’s Triangle is a one-mile-diameter circle group, you can try adding another one or using the monster
surrounded by a wall of impenetrable fog. The sky is clearly advancement rules in the MM to make him tougher. This
visible, as it appears that the heroes are in the eye of a storm. The combat should be challenging for the group as it marks the
whirlpool lies at the circle’s center, drawing all things toward it. end of Act I.)
For dramatic effect, the heroes should arrive here at night. The
After the devil has been dealt with, the ship sinks beneath the
stars and the moon hang brightly in the sky. A swirling wind drives
waves within the sextant’s protective. As this happens, Carthy
their vessel along the current toward the Triangle’s center.
begins to change, as the sextant drains his life energy from him.
The whirlpool is a massive, swirling patch of water one 100 feet Above the storm’s din, he speaks his final words:
across. Lightning rises from its depths toward the cloudless sky.
An ear-shattering thunder booms occasionally, causing the hull to
“I die now, but not with regret. You have given me a
vibrate. As the PCs draw near the whirlpool’s raging waters, they
chance to pay for my past crimes, and I thank you for it.
realize the water will tear the ship apart if they can’t find some
I was one of the Full-Fathom Five! I sailed with those
magical means to protect it.
vile brutes nearly two centuries ago. We were once the
As the ship closes in on the whirlpool, Carthy stands on the finest captains who ever sailed the seas, and we served
forecastle and raises the sextant above his head. He speaks a word proudly in Freeport’s navy. But Drac betrayed us and
in an unknown tongue. In an instant, a golden sphere of force left us for dead; and to save our lives we traded our
surrounds the ship in a protective bubble. The lightning and waters souls to Yarash. The crimes we committed upon the
rage around them, but the sphere keeps all within safe.

Black Sails Over Freeport 59


- Act I: Red Skies At Morning -
from a great height. With a tremendous splash that throws
oceans, I dare not speak. They grew too great for me to everyone to the deck, the ship lands upon a wide ocean. Above
bear, and I knew the Five must be stopped. them, the whirlpool disappears. The heroes look about to see
“Yarash had five artifacts on his person—five ancient a green ocean and a sky filled with unknown stars. They have
holy tools Harrimast gave to him when he was his first reached the other side of the whirlpool, but where that is exactly,
mate and avenging angel. I stole the artifact that gave they cannot say.
him command of the seas—the sextant. The captains As they are falling through the whirlpool, have the heroes make
of Freeport drove the Five into Hell’s Triangle, where a Spot check (DC 20). A successful check means that they have
the vortex swallowed them. But I fear they live still, spotted what they think is the Kraken’s Claw. It appears to
those bloodthirsty brutes. And I fear they have collected have been drawn in after them, but whether or not the sextant
the rest of Yarash’s artifacts—which would make them protected it from the whirlpool is unclear. Now, the ship is
unspeakably powerful. nowhere in sight.
“Beware them, my courageous friends! They are
cunning and vicious beyond my power to describe! But Section Eight: Pluses and Minuses
you must battle them all if you hope to return. For the
artifacts unlock Yarashad’s treasures. You need them all You Call That Tough?: +1,000 XP to each PC if no one in the party
to find the riches you seek. But they hold secrets you can’t dropped below 0 hit points during the course of Act I.
imagine…the dark powers of Yarash…and his Son… Let’s See Some ID: +100 XP to any PC who guessed that Ezekiel
“Farewell, and may Harrimast put wind at your Carthy was much older than he appeared.
backs. I ask one favor before I depart. If you see Jenny Somebody Stop Him!: -100 XP to any PC who tries to prevent
Ramsey, tell her Ezekiel Carthy still—still—” Ezekiel Carthy from using the sextant.
In the (unlikely) event that some of the PCs have not advanced
Then Carthy gasps for breath and his broken body falls to the a level at some point during Act I, they should be given enough
deck. Suddenly, the ship slips through the whirlpool and falls additional experience points to reach the next level.

60 Black Sails Over Freeport


- Act II: Islands of the Damned -
- Act II: Islands of the Damned -
T
he PCs survived the rigors of Hell’s Triangle, and they They each know the others hold the remaining artifacts; they also
now find themselves amidst four islands that don’t know that simply pooling their artifacts can allow them to escape
appear on any map—except the one Flint Quickfoot their dimensional prison—or even free their erstwhile master when
paid his life for. Before the sextant consumes Ezekiel Yarashad reappears. But none trusts the others enough to do this.
Carthy’s (un)life energy in Act I, he reveals to the PCs that they
Knowing this, Yarash dispatched cultists to Freeport to steal the
need certain keys to unlock the treasure buried on Yarashad: the
sextant, travel to the islands, and to recover the rest of the artifacts,
pistol, bell, spyglass, and hook pictured on Flint’s map. Currently,
by guile or force. The cultists would then use the artifacts to free
Yarashad is nowhere in sight.
their master when Yarashad reappeared. But that plan, of course,
The PCs, no doubt, choose an island to explore. In doing so, they went awry, thanks to the PCs.
soon discover that each island bears a character unique to its
In any event, if the players want the treasure, they need to obey
master. The PCs also discover the relationship between the pirates
Carthy’s dying injunction and collect the artifacts themselves. (If
has decayed over the long decades of exile (as the Views section
they don’t get the point, Lucien could certainly emphasize it.)
denotes in The Islands of the Damned section that follows).
When not openly warring against each other, the undead captains As suggested at the end of Act I, you should allow the PCs to
keep to themselves, brooding and scheming in their tiny kingdoms. level up before running this section of the adventure.

The Islands
T
here are four Islands of the Damned to be explored, one Island in a Nutshell: Zoltan Zaska pits tribes of humans against
for each of the remaining members of Yarash’s minions, each other and he uses them in barbarous experiments. He
the Full Fathom Five. A brief overview of the islands rules over his charges in his skull-shaped, flying castle.
follows.
Zoltan Zaska’s View of the
The Isle of Undeath Others
Master: Daen Danud (page 70). Daen is a pale, shriveled lich
Ahunatum (Black Jenny Ramsey): Zoltan desperately loves
who stands just above six feet tall. He wears his white hair
Jenny, but he doesn’t wish to face her.
pulled back in a ponytail that falls to the middle of his back,
Daen Danud: Zoltan believes Daen to be a grotesque sadist, and
and he wears white leather armor and a white cloak, both
he avoids him at all cost.
randomly mottled with blood.
Moab Cys’varion: Zoltan remains unsure about Moab; the drow
Artifact: Ship’s Bell (page 95)
may be an ally, but he may just as likely be an enemy.
Artifact’s Power: Controls the undead
Ezekiel Carthy: Zoltan holds unmitigated hatred for the man he
Island in a Nutshell: A huge complex housing an undead army
blames for his current circumstances.
created to overrun the other islands and put their inhabitants
to the sword hides beneath this idyllic island.
The Island of
Daen’s View of the Others
Ahunatum (Black Jenny Ramsey): Daen finds Ahunatum too
the White Gorilla
weak to be of use to him, and he almost pities her refusal to Master: Ahunatum (Black Jenny Ramsey) (page 127) Ahunatum
accept her undeath. appears as an unearthly beautiful woman in flowing white
Moab Cys’varion: Daen respects the drow for his ambitious robes. She’s tall, blonde, and imperious; her demeanor is
plans, but thinks his dabblings are ultimately a waste of as cold as ice. She conceals her missing left hand—now a
time. hook.
Zoltan Zaska: Daen sees Zoltan as a vain fop; he’s beneath Artifact: Hook (page 143)
contempt. Artifact’s Power: Dominates the minds of living creatures.
Ezekiel Carthy: Daen blindingly hates the betrayer. Island in a Nutshell: While human slaves labor in mines under
the yokes of their intelligent gorilla masters, the mistress of

The Boneshaper’s Throne this jungle island slakes her lust for blood and makes her
unholy artifact even more powerful.
Master: Zoltan Zaska (page 98) The ghoul appears as a rotting
man in dashing pirate garb. The stench of death clings to Ahunatum’s View of the Others
him.
Artifact: Pistol (page 122) Zoltan Zaska: Ahunatum views her ex-lover as a shadow of his
Artifact’s Power: Controls manufactured objects former self; she finds him all the more pathetic because he
continues to try to recapture previous glory.

62 Black Sails Over Freeport


- Act II: Islands of the Damned -
Daen Danud: Ahunatum finds Daen vile and disgusting, though this island’s lake, experiments are being performed on
desperation could cause her to ally with him. unwitting humans in order to create an invincible, mutated
Moab Cys’varion: The drow remains an utter mystery to Ahuna- fighting force.
tum.
Ezekiel Carthy: Her blinding, obsessive rage for Ezekiel masks a
deep, wounded love.
Moab’s View of the Others
Ahunatum (Black Jenny Ramsey): Moab is indifferent towards
her.
Crystal Lake Island Daen Danud: Daen’s love of undeath repulses Moab, so he pre-
Master: Moab Cys’varion (page 148) The undead drow Moab has fers to avoid him.
sickly white skin, no hair, and bright red eyes. Zoltan Zaska: Zoltan has so much potential as a sadist—but love
Artifact: Spyglass (page 173) makes him weak.
Artifact’s Power: Opens dimensional gates Ezekiel Carthy: Ezekiel’s betrayal of the Five baffles Moab; he
Island in a Nutshell: In an ancient castle beneath the waves of often wonders what led him to turn on his allies.

The Arrival
A
fter their trip through the maelstrom, the PCs arrive in the mysteries of Yarashad before the island vanishes again—or before
Islands of the Damned to a deceptively lovely day. The one of the PCs succumbs to the imprisoned Yarash’s temptations.
next leg of their epic journey is about to begin. Smiles,
You can play this event one of two ways: the island simply shows
everyone—always smiles!
up (The Tranquil Approach), or it rises out of the water like a
volcano on speed (The Dramatic Approach).
The sky above you is clear blue, broken here and
there by faint wisps of cloud, and the sea beneath is very The Tranquil Approach
calm. Four islands spread out before you, and there’s
no sign of Hell’s Triangle— and no way of knowing how
you will ever return home. The morning greets you with a vivid red sky. You
But, for now, you have other concerns to address, remember the old saw: “Red sky at morning, sailor take
starting with raising the sails to catch the gentle wind warning.” You never thought much of it— until now.
behind you. Something else strikes you as odd, and it takes you a
moment to put your finger on it: there’s an island at sea
that wasn’t there yesterday. A quick glance at the map
If your PCs make various attempts to return to Freeport, they all fail, confirms your suspicions...it’s Yarashad.
regardless of the method chosen. They want to gain their bearings
from the night sky? Well, they’ve never seen these constellations
before. They try to teleport? They’re out of range—way out of range. The Dramatic Approach
They want to open a dimension door? No dice; Harrimast wants them
to stay put. Basically, to go back, the PCs need to go forward.
A low vibration shakes you awake, growing in
If the PCs don’t think to check the map, Lucien brings it to them, intensity as you come to your senses. You begin to don
saying, “By gum, we’ve made it through! There are the islands, your clothing when you hear a desperate shout from
but we seem to be missing one...Yarashad itself, I assume. Well, above: “All hands! All hands on deck, you mangy dogs!
that means we have time to gather those artifacts that chap Carthy Move it!”
went on about before the sextant killed him. Poor fellow.” The cause of the alarm becomes evident as you sprint
on deck to the first red rays of the morning sun...a wave,
From there, it’s on to the various islands.
nearly 40 feet high, is headed straight for you.

Running Act II At this point, the PCs need to make all sorts of skill checks. They need
So, where do the players go first? Wherever they want. This section to make Dexterity checks to get the sails furled, Strength checks to
of Black Sails Over Freeport allows the PCs to explore the islands take control of the wheel or to help out on the oars, Profession (sailor)
in any order they wish. To keep some structure to this Act, and add a checks to get the boat facing into the wave, and any other check
bit more depth and interconnectivity, the adventure includes several you deem necessary to make certain the ship survives the oncoming
“planned encounters” within each island section. While Yarashad’s tsunami. You need not set DCs for this encounter; just make it
appearance is obviously essential to the plot’s development, the suspenseful. When the wave hits, read the following:
others can be added as you see fit. The events are:
The prow of your vessel bites into the wave,
Yarashad launching a blast of spray that drenches you to your
skin. The water lifts the bow, and forces your boat
Shortly after the PCs collect the final artifact, the lost island skyward. You flail at nearby ropes as the loose debris
of Yarashad reappears. Then, the PCs must race to solve the

Black Sails Over Freeport 63


- Act II: Islands of the Damned -
slides aft. Still you keep climbing, the boat standing ship! The first you’ve seen since you plunged through
nearly on end as you make your way up, up, ever up. Hell’s Triangle. Oddly, it makes better headway in this
You can see the last stars of the night sky, and then the wind than your own vessel, and it’s headed in your
bow blocks them from view. Still you go up, until the direction, and is closing fast.
bow is above and behind you, pushed farther back by the
wave’s crest. And then, you are over, the prow pushing
Baumann correctly guessed that the PC’s vessel is the only other
through the top of the wave and down. You are slammed
ship in this godforsaken stretch of the sea, and has ordered one of
down to the deck as the front of the ship crashes into the
the gust of wind spells be used to close the gap. She stands on the
back of the wave, sending another torrent of water over
bow of the ship, grinning and waiting. Your PCs should have a
you and below decks.
chance to recognize her...right before she screams out, “Fire!”.
Then the sea before you calms, the tidal wave
having passed behind you. Ahead, the cause of the The good captain knows the PCs’ actions with the sextant got her
disturbance is plain: an island, one that hadn’t been ship through Hell’s Triangle, so she does not want to kill them
there yesterday, sitting alone as the waves caused by its outright, only hurt them. Her swivel gunners try to cause some
appearance extend outward like ripples fleeing a tossed collateral damage, like killing a crewmen or two. Her Sea Dogs
stone. A quick glance at your sodden map confirms your are much more adept at ship maneuvers, so she never lets the two
suspicions…it is Yarashad. ships get close enough to allow boarding actions, preferring to let
her guns do the talking. She harries the PCs’ ship until it gets close
to shore, and then she breaks off as suddenly as she engaged. Your
Attack! PCs may believe they drove her off, or that she refused to enter the
shallower waters—or that she can come back and finish them at
While the PCs explore the first island, they encounter an attack her leisure. Let them believe what they will.
force from one of the rival members of the Full-Fathom Five. This
is the first clue that the pirates’ relationship has deteriorated from If allowing Baumann to escape for the second time seems like
mere distrust to open hostility. More details about this encounter a dirty GM trick, you may want to alter the encounter so that
are provided within each island’s description. the Kraken’s Claw only gives the PCs’ ship a single pass and
continues on its way, rather than harassing them as long as she
likes. However, if you’d prefer one less loose end to tie up later
Retaliation on, then extending the encounter may be the way to go.
While uncovering the secrets of the second island, the PCs stumble
upon a force preparing to leave to wreak havoc upon its neighbors. The Enemy Within
The islands’ write-ups describe what this entails.
Before she left to wreak havoc upon the PCs’ ship, the Kraken’s
Claw sent a rowboat filled with a half-dozen of her Sea Dogs
Planned Encounters for ashore. The crew has been getting the lay of the land when they
run into the PCs. Details on where the adventurers run into these
Captain Baumann scurvy dogs is placed within the islands’ descriptions.

The following encounters describe possible situations involving


Captain Baumann. The captain and her crew have beefed-up
Baumann’s Dilemma (The Enemy
stats in Act II, reflecting the experience they have gained in the
islands. Their new stats are included in the Act II stat listing in the
of My Enemy Variation) (EL 9)
Dramatis Personae on page 218. After the Sea Dogs she sent to explore the third island do not return,
Morgan Baumann realizes the Kraken’s Claw is in trouble. Being in
Feel free to use any of the following encounters. an unknown part of the world, she does not know how to return to
friendlier waters. As her crew dwindles and no safe harbor manifests
A Shot Across the Bow (EL 11) itself, Baumann reluctantly realizes that the PCs are in the best
position to help her, even though she originally planned to kill them.
After they complete the second island and are en route to the Therefore, she decides to make some concessions.
third, the Kraken’s Claw returns. Morgan Baumann and her crew
survived the rigors of the giant whirlpool, and she is determined to As the players steer their ship toward Yarashad, they notice that
make the PCs pay for stealing her rightfully taken plunder. But the the Kraken’s Claw stands between them and the island. If the PCs
time she spends amongst the Islands of the Damned may give her move to avoid the ship, it follows and eventually closes the gap.
second thoughts about who her enemy really is. When the ship comes close enough for the adventurers to make
out individuals on the deck, Baumann orders her crew to strike
the colors. Then she raises the white flag of truce, and furls the
The wind has proven most cooperative today, and the sails, leaving the Kraken’s Claw dead in the water. The PCs notice
sea has been relatively calm. Should the weather hold, there are no guns on deck, and one Sea Dog is waving for their
you believe that you can put a boat ashore within the attention. The crewman bellows across the gap that his captain
next few hours. wishes to parley, and that she will meet them between ships in her
As the island comes into sharper focus, you notice rowboat. They can see that, indeed, Baumann and two of her crew
something coming from around the other side. It’s a are being lowered in a boat.

64 Black Sails Over Freeport


- Act II: Islands of the Damned -
Using the Artifacts of Yarash
Each artifact serves as a conduit for a particular aspect of Harrimast’s power in the Material Plane. When Yarash swept into
battle carrying the complement of divine tools, he could bring his master’s full strength down on his foes. Without the artifacts,
the first mate proves hardly more formidable than any one of his undead lackeys.
Angling the sextant into proper position gave Yarash easy transit of the world’s oceans—his sails filled even in a doldrums,
and his decks stayed dry in the roughest seas. The hook gave the vile first mate the power to dominate men’s minds. The
mightiest admirals quailed at sight of his sails on the horizon, and his cultists endured any torture, died any death, if it furthered
the wicked demigod’s cause. The pistol let Yarash control the creations of men’s hands, ruining the weapons of his enemies,
or warping ships’ planks until the nails flew out of them like shrapnel. With one peal of the ship’s bell, Yarash could summon,
create, and control the undead, raising skeletons from the seafloor or zombies from butchered corpses on an adversary’s decks.
And peering through the spyglass allowed Yarash to travel between planes—flashing out of nowhere to slaughter a ship’s crew,
and then vanishing while the water flowed red and hot with fresh blood.
When the surviving Full-Fathom Five found themselves trapped with the artifacts, they tried to tap into the magic items’ power to
get back home. But they discovered, to their horror, only a divine being could use the powerful artifacts properly. The Five managed
some creations through them, but these were mere laboratory projects. Zoltan Zaska parlayed the pistol into a flying fortress and
legions of automatons, but he couldn’t figure out how to make a ship strong enough to withstand Hell’s Triangle. Moab Cys’varion
worked for years to focus the energy of the spyglass, but couldn’t create a dimensional gate to return him to the Material Plane. Daen
Danud clanged his ship’s bell and created legions upon legions of undead, all of whom could be laid low by a team of clerics; Yarash
had used the same bell to create the Full-Fathom Five, who brought the navies of the world to their knees. Black Jenny Ramsey’s
hook, which formerly cowed admirals and kings, turned her subjects into pathetic, half-starved castaways. Only Ezekiel Carthy
came close to exploiting the full power of his artifact. He used it to save the world.
Still, the artifacts remain potent tools—powerful enough to penetrate the island prison of Yarashad and restore its lone captive
to his former glory. Harrimast let the Five hold onto the artifacts because he understood the pirates’ character: they were
too bitter and wicked to ever cooperate with each other, to pool the weapons they had stumbled across—and none of them
possessed enough power to conquer the others.
Why not just destroy the artifacts—and Yarash—outright? Harrimast, at the core, is a pirate. He likes the thrill of the chase; he
likes a high-stakes game. Without cooperation, he knew the Full-Fathom Five could never invade Yarashad. But just maybe
the witless scurvy dogs would wipe each other out with some spit and vigor, enough to make the great pirate lord roar himself
silly on the deck of his great celestial galleon. Or, even better, some tough comers might decide to come after the treasure
themselves, wiping out the undead pirates and leaving Yarash friendless and damned for eternity.
But just because Harrimast wants to see his wicked stepchildren keelhauled doesn’t mean he’s going to make it easy for anyone to
do the deed. Why open a door, when you can throw someone through a window? Thus, he has made the artifacts so unstable that
using them poses tremendous risks to anyone not divine—but anybody who wants the treasures of Yarashad must take that risk.
Once they have the artifacts, the PCs must make Will saves to use them. Whenever they attempt to perform an act with the
artifacts, you decide if that task is straightforward or complex. Based on the difficulty of the task, have the PCs roll against the
Using the Artifacts Table. In most cases, the Full-Fathom Five can make the artifacts obey their instructions at will.
The items may have additional powers outlined in the descriptions of their respective islands—in most cases, these powers are
specific to the island in question. Keep in mind that the PCs may come up with creative uses for the artifacts not outlined here.
Feel free to grant them leeway with the magic items if the ideas seem feasible.

Straightforward Tasks: Will save (DC 25)


Straightforward tasks include the various tests on Yarashad, as described in that section (such as opening a gate to clear an
existing—but partially blocked—tunnel, subduing golems, taming the undead, and so on). This also includes using the artifacts
for the purposes devised by the Full-Fathom Five (piloting Zoltan Zaska’s skull fortress, etc.). Other simple tasks include:
Hook: The user can affect all creatures within 10 feet per character level with a lesser mind-affecting spell, such as charm
person (as cast by a 10th-level sorcerer). The user might also help a willing subject remember a forgotten fact or force an
unwilling subject to speak the truth. (Note: If a character does not lop off a hand to use the hook, a Straightforward use of the
hook becomes a Complex one, requiring a DC 30 check.)
Spyglass: The user can create a gate through a solid object no more than 100 feet thick, or create a gate to another location
within line of sight no more than a quarter-mile away.
Ship’s Bell: Evil characters can animate dead, as per the animate dead spell cast by a 10th-level cleric. Good characters can
Turn Undead as per a 10th-level cleric.

Black Sails Over Freeport 65


- Act II: Islands of the Damned -
Pistol: The user can cause a simple artifact—meaning a product of human hands, not a magical device—to malfunction, such
as a sword shattering or a cannonball exploding; control one golem or 1d6 smaller constructs; or create a simple artifact.
Sextant: The user can calm choppy waters, stop a light rain, or create a light breeze. No check is required to use the sextant to
traverse Hell’s Triangle. Using it for anything more complicated requires a check.

Straightforward Task Results (roll 1d20)


25+ Success. The PCs achieve their goal. Any other checks they make with this artifact receive a +5 familiarity
bonus. The PCs do not get subsequent bonuses for successful checks, unless they succeed at a
complex task (see below). (If the PCs have already received the +10 bonus from a complex use of the
artifact, cap the bonuses there.)
20-24 Failure. The PC is stunned for 1d4 rounds.
11-19 Failure. The PC is knocked unconscious for 1d10 rounds.
05-10 Failure. The PC is knocked unconscious for 1d4 rounds, after which he becomes a fanatic proselytizer
for Harrimast. His alignment slowly changes to chaotic neutral, becoming permanent at the end of 24
hours. Clerics and paladins may resist this change with a Will save (DC 18). The hook artifact may
also be used to affect the change (roll on the Complex Task Results Table).
01-04 The PC becomes a fanatic proselytizer for Harrimast, as outlined above, and also loses 1d6 points of
Wisdom. Only a restoration, wish, limited wish, or miracle spell restores the Wisdom—or by a
successful use of the hook artifact (roll on the Complex Task Results Table).
If the PC rolls a natural 1, roll again. If the second roll is 1-2, the PC may be feebleminded as per the feeblemind spell (Will
save, DC 20).

Complex Tasks Examples: WILL save (DC 30)


Hook: The user can affect all creatures within a 10 feet area per character level per a strong mind-affecting spell, such
as dominate person as per a 10th-level sorcerer, with the effects lasting one day. The user can restore a character’s lost
Intelligence or Wisdom. (Note: If a character does not lop off a hand to use the hook for a Complex task, the DC rises to 35.)
Spyglass: The user can create a gate through a fully intact mountain or similarly thick barrier and can create a gate between an
object further than a quarter-mile away or not in line of sight. (Note: Creating a portal between planes is too difficult for mortal
beings to attempt.)
Ship’s Bell: Evil users can control and create undead. Good users receive heightened turning abilities, gaining the Extra
Turning feat.
Pistol: The user can create a complex artifact—meaning a product of human hands, not a magical device—or cause one to
malfunction or control 1d6 golems or 3d6 smaller constructs.
Sextant: The user can cause or calm a major storm. The user might bring down lightning on an enemy’s mast or capsize
a ship. As above, no check is needed to use the sextant to traverse Hell’s Triangle. Using it for anything more complicated
requires a check.

Complex Task Results (roll 1d20)


30+ Success. The PC achieves the desired result. Any other checks made by the same character with this
artifact receive a +10 familiarity bonus. The PC does not get subsequent bonuses for successful
checks, complex or straightforward. (If the PC has already gotten the +5 bonus from a straightforward
use of the artifact, give him a +10 total bonus and cap the bonuses there.)
25-29 Failure. The PC is stunned for 1d4 rounds.
20-24 Failure. The PC is knocked unconscious for 1d10 rounds.
11-19 Failure. The PC is knocked unconscious for 1d4 rounds, after which he becomes a fanatic proselytizer for
Harrimast. His alignment slowly changes to chaotic neutral, becoming permanent at the end of 24 hours.
Clerics and paladins may resist this change with a Will save (DC 18). The hook artifact may also be used to
affect the change.
01-10 The PC becomes a fanatic proselytizer for Harrimast as outlined above, and also loses 1d6 points of
Wisdom. Only a restoration, wish, limited wish or miracle spell can restore the lost Wisdom.
If the PC rolls a natural 1, roll again. If the second roll is 1-5, the PC is feebleminded as per the feeblemind as cast by a 10th-
level sorcerer.

66 Black Sails Over Freeport


- Act II: Islands of the Damned -
Should the PCs row out to meet her, they find Baumann standing Across the Bow), through various encounters with the islands’
in the front of the boat, arms crossed. inhabitants (like the Aftermath section of the Isle of Undeath),
and then sweep the last critical members overboard as the ship
moves through the tsunami Yarashad’s appearance caused. They
The good captain eyes you as you approach, as if
have enough forward momentum to carry them to the Kraken’s
measuring your intent. She maintains her silence as you
Claw and no further. A member of the crew could inform the
draw your boat alongside; then she uncrosses her arms
adventurers that they’re becalmed as they’re leaving to speak with
and places them on her hips, a mere hand’s-breadth from
their adversary.
her cutlass. She holds that pose for a moment, and then
lets out a sigh. Baumann offers the same terms as previously noted, and suggests the
“Yarr, ‘tis an accursed place you’ve dragged us to,” party and the last members of their crew come aboard the Kraken’s
she states, “and judging by the look o’ ye, you’ve had Claw. It’s a faster ship, she points out, and it’s armed. Leaving The
more than your share of scrapes since we sank through Kraken’s Claw would initially be a sticking point, but, with good
the Triangle. Abominations fill every island, each worse roleplaying on the PCs’ part, Baumann can be convinced to board their
than the last, and there’s naught to be plundered but death. ship. The two crews get along, but not well. For her part, Baumann
Much as I’d like to dangle you from the crow’s nest by yer chafes if she has to take a subordinate role on the adventurers’ boat,
guts for swiping me prisoner, I reckon that we’ll both have and she has little tolerance for poor captainship. “Let me do it, ye
a better chance of survival if we stand together.” whelps,” she admonishes. “You’ve not the sea legs for it.”

Difficult as it may initially be for the PCs to believe, Baumann’s offer Baumann’s Dilemma (Kick ‘Em
is genuine, and she’ll make concessions to prove it: not only does she
agree to accompany the PCs and follow their orders until they get When They’re Down) (EL 12)
back to civilization, but she also agrees to steer clear of any vessel the This variation occurs after the PCs’ final confrontation on
adventurers voyage upon from this point forward. She won’t offer, but Yarashad, just as they drag their bruised, battered forms back to
if informed that she won’t be receiving any portion of the booty, she their boat, booty in tow. The scenario assures that the party does
concedes. She won’t be happy about it, but she figures that she’ll have not become the richest individuals in Freeport, if not the world.
much more chances for plunder back in Freeport’s waters.
If questioned about the honesty of her offer, she replies (through Captain Morgan Baumann stands on the strand, her
gritted teeth), “Morgan Baumann has never offered her hand in hands folded casually over the cutlass planted in the
truce to anyone, ye dogs. I make this offer once, and should ye sand at her feet. Four members of her crew stand behind
spurn it now, you’ll not see it again. I’m a pirate, but I’m no Drac. her, weapons drawn and ready. Further out, you see
When I gives me solemn oath, I keeps it.” your ship, locked in battle with the Kraken’s Claw, the
Should your PCs accept Baumann’s offer, they find they’ve gained marauder’s guns blazing. As you watch, you see pirates
a powerful fighting companion. Baumann helps the PCs with their retreating from your ship’s deck, swinging across to
remaining obstacles in this act, but parts ways with them once they their ship on ropes, and a few of the wretches even throw
return to civilization. themselves into the briny water.
Your crew is winning! They’ve driven off the
If, on the other hand, your PCs would prefer doling out wounds cutthroat horde!
instead of bandying words, they need to begin making Reflex Your joy is short-lived, for even as the Kraken’s Claw
saves (DC 15) every time they swing a weapon to keep from disengages, you can see your vessel is listing hard to
falling overboard. Baumann has ordered her dogs to row back to starboard. Your remaining crewmen jump from the decks
the Kraken’s Claw should fighting break out. She does not engage as the ship begins its slow descent to the depths.
the PCs, but instead yells up to her crew, “Blow them to hell, Although she hasn’t looked back to check on the
boys!” The Sea Dogs can set up and fire a Gorgon gun at the PCs’ progress of the battle, Baumann breaks into a grin, as if
boat in two rounds, and they do not let up until their captain makes the outcome was never in doubt.
it safely aboard, at which point they break away. From here, you “Now, ye louts,” she says calmly, “ye and me will
can either bring the two groups together again using Baumann’s parley.”
Dilemma (Kick ‘Em When They’re Down), or simply assume
that the wily pirate figures a way to ride the PCs’ coattails back to
Freeport). Baumann’s goal is the same, getting back to civilization, but her
terms are much harsher—she gives the PCs enough booty to
compensate them for their ship, but she takes the rest. “It’s not
Baumann’s Dilemma (Dwindling every day that the Kraken’s Claw gets to take on passengers, and
it’s a handsome price you’ll pay. Still, ye seem able to pay it.”
Numbers Variation) (EL 8)
Do the PCs fight Baumann and risk being abandoned by her crew
This scenario is the same as the Enemy of My Enemy Variation
if they succeed? Do they try to use the artifacts against her (or
in most respects, except both the PCs and Baumann have a bit
at least point out that Baumann is going nowhere without the
more incentive to work with each other—they’ve lost too many
sextant)? Do they agree to her terms, and then stage a mutiny?
crewmembers to operate their craft.
And, most important, what does the PCs’ newfound friend Harry
The easiest way to accomplish this is to slowly whittle away do about all this (see the section on Yarashad at the end of this
at the PCs’ crew through prior combat with Baumann (A Shot Act)? The possibilities are endless…

Black Sails Over Freeport 67


- Act II, Part I: The Isle of Undeath -

68 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
The Isle of Undeath
are zombies. During the day, there is a 5% cumulative chance per

D
aen Danud’s demesne appears idyllic from a distance.
The mile-and-a-half-long, mile-wide island is almost hour that the PCs will encounter a group of five zombies on their
completely devoid of man-made structures, except for a way to deliver a fresh victim to one of the stone altars scattered
50-foot-high tower on the island’s eastern end. The 300- throughout the island (see Area C: Altar of Bloodletting for more
foot-high cliffs surrounding the structure render it inaccessible on the altars). At night, the chance will rise to a 15% cumulative
from sea. Grasslands and dense forests, which gradually give way chance.
to rockier territory as the land rises steeply to its highest point on You can find information on Act II’s planned encounters in the fol-
the eastern isthmus, cover the remainder of the island. lowing parts of this section:
The PCs can land rowboats on two places on the island: the cove • The Attack! encounter is detailed in Area C: Altar of
on the northern edge of the island (Area A on the overhead map) Bloodletting.
and the beach on the western end (Area B).
• Daen’s legions prepare for Retaliation in Area 40: Boat
Launch.
Planned Encounters • The Enemy Within can be found in Area 29: Detritus
If there were people here before Daen arrived, there is little sign of Room One.
them now. In fact, the only things the PCs are likely to encounter

The Isle of Undeath: Surface Level


create a hole still get the players to their destination, but the PCs
A. Rocky Cove (EL 7) cannot use them to return to their ship. In this case, the PCs can
either signal their ship to send another rowboat in, or they can
repair the boat(s) with wood from the nearby forest—spells that
As you navigate along the northern side of the
repair may be an option, too.
island, you spy an inlet in the distance. When your ship
sails close enough for a better look, you see a cove that Rowboat: Hardness 5, hp 15.
extends inward for almost a quarter mile. Although
a number of rocks jut above the water’s surface, you Once the PCs tie off the boat(s) and are ready to go ashore, read
believe a skilled sailor can land a rowboat without much the following:
difficulty.
The slope leading to the island proper gets steeper
Anyone with Profession (sailor) can steer a rowboat past the as you climb, and the rocks and dirt are moist from
sunken obstacles without much difficulty (DC 10), and even sea spray. By the time you gain the top lip, you are all
untrained characters can give it a go (Str check, DC 15). Anyone quite wet and covered in a lot of mud that is even now
rowing the rowboat who rolls a 5 or lower grounds the boat. beginning to work its way beneath your armor and into
Grounded boats take 2d6 points of damage. Dislodging the boat some uncomfortable areas.
requires one or more characters to get out of the boat and make a From your new vantage point, you can see most
Strength check (DC 15). Due to the force of the buffeting waves, of the island— what little of it there is to see. A forest,
anyone on the rocks has to make a Balance check (DC 15) every which appears to have been left undisturbed for
round until they free the boat. Anyone failing the check slips, hundreds of years, sits to your right. To your left lies an
taking 1 point of damage, and must make a Reflex save (DC 10) expanse of grasslands that follows the gradual slope of
or be swept off the rock altogether, taking an additional 1d6 points the eastern half of the island. The highest point you can
of damage, as they rip open their palms trying vainly to gain see is a large tower on the far eastern end of the island;
purchase on the sharp points. it rises at least 50 feet.
But you also notice, closer to the middle of the
Drowning shouldn’t be a particularly large threat to the island, near the edge of the forest, some sort of stone
adventurers (we didn’t bring your group through Hell’s Triangle table. At this distance, it is impossible to tell what it is,
just so they could die trying to get into the dungeon, after all; and what it’s doing there.
they’re supposed to meet their deaths in the dungeon), but
anyone looking to rescue a fallen and floundering comrade has
to exit the boat to do so. Don’t forget those per round Balance If the PCs have some magical means to view the table from this
checks… distance, read them the description from (Area C). The “table”
is one of the stone altars used to drain blood from unfortunate
Once the PCs succeed at three rowing checks, they reach the captives. Should the group move to the southeast altar (the one
southern edge of the cove, where they can tie their boat(s) to the mentioned in the flavor text above), their path takes them directly
rocks and leave them. Rowboats that sustain enough damage to over a trapdoor (Area H).

Black Sails Over Freeport 69


- Act II, Part I: The Isle of Undeath -
Daen Danud
In life, Daen Danud (DAYN Dah-NUHD), the master of
the Isle of Undeath, was both a bloodthirsty fighter and a
malicious sadist. Of all the Full-Fathom Five members,
Daen most enjoyed sacrificing prisoners to Yarash. In fact,
he often presented their deity with live offerings on his
own time, and the screams of the people he tortured could
be heard throughout his ship for days; usually, his victims
lapsed into insanity before death released them.
At the time of Freeport’s founding, Daen allied himself
with Captain Francisco because he believed the leader to
be weaker than his counterpart, Drac, which allowed Daen
greater freedom to pursue his passions. Unfortunately for
Daen, Drac exploited Francisco’s weakness and tricked
the captain, thereby dooming Francisco’s fleet. Though
Daen’s evil dabblings prevented him from being anything
other than a proud secularist in life, Yarash’s offer of a new
life at the moment of his death quickly caused the pirate
to embrace faith. And like many converts, Dean’s faith,
though twisted, is total and unswerving.
His banishment to the Islands of the Damned has not
mellowed Daen in the slightest. During his stay on the island,
the lich has used the Bell of Yarash to create undead to do his
foul bidding, turning the island into a virtual factory in his
quest for a creeping, unstoppable, malevolent army.
Daen appears as a pale, shriveled man. He stands 6’1”
tall, with a full head of white hair pulled back and tied in a
ponytail that falls to the middle of his back. He wears white
leather armor and a white cloak, both of which are randomly
mottled with blood. He talks in a slow, low voice that drips with malicious intent, and he shows no sign of lost vitality.
Though Daen doesn’t realize it, Yarash has judged him for his actions since their banishment, and he has found him wanting.
While his devotion appears unswerving, Daen spends more energy and thought on his own goals than on those of the deity
who gifted him with new life. Should Daen actually open the portal on Yarashad, he’s in for quite an unpleasant surprise.

Daen’s View of the Other Pirates


Daen plans to send his undead army against the remaining members of the Full-Fathom Five. While he initially felt the others
were not quite as dedicated to Yarash as he, their mutual goals of plunder and conquest proved enough for him to keep a civil
tongue. Their banishment to the Islands of the Damned slowly changed his attitude toward his former comrades. Now he sees
them all as weak and unworthy of their lord’s continued grace. By destroying them, he hopes to prove to Yarash that he alone
has been deserving of his gifts. He views the love triangle between Black Jenny Ramsey, Zoltan Zaska, and Ezekiel Carthy as
childish and contemptible. Daen only loves violence and the chance to commit it, so he does not understand this foolish pursuit
of the heart.
Of all the remaining members, Daen only respects Moab Cys’varion, mainly because the dark elf thinks about conquest as
much as the lich himself. However, he thinks the wizard’s dabbling in mutation is an utter waste of time and effort—why
bother experimenting with flesh when you can simply raise it from the dead?
If Daen has a heart, he might feel sorry for Black Jenny Ramsey; she alone has not accepted the full reality of her undeath.
But, in addition to his full-time obsession with sadism, Daen is a misogynist, and he views the self-styled gorilla queen as a
weakling who is of no use to him. Although, oddly enough, she is not quite as weak as Zoltan Zaska, whom Daen long ago
wrote off as a preening, arrogant boob more in love with his own image than in furthering the goals of their unholy master.
The one consuming focal point of his centuries of rage, however, is Ezekiel Carthy. Not only did the keeper of the sextant
engage in the ridiculous folly of love, but he also betrayed both his god and compatriots. Woe to any creature, alive or undead,
who mentions the accursed Carthy in his presence. Should he detect anyone carrying the sextant—the object that caused the
Five’s banishment—he will not rest until he retrieves it. Anyone left alive from a combat with Daen will have quite a long time
to contemplate their mistake—that is, until they lose the capacity for rational thought entirely.

70 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -

B. Reach the Beach As you are contemplating your options, you notice a
small clearing just inside the forest. The numerous trees
As you round the corner of this new island, the before you obscure your view of it, but you’re almost
constant flow of the wind lessens a few knots, as if it had certain that something is standing in the middle of that
expended too much energy traveling to this point and clearing.
would prefer to rest a bit before continuing onward. You
are left to drift on the strength of the wind’s memory, but
that matters little, for what you see before you is one The clearing mentioned above is directly adjacent to the beach on
of the favorite sights of any sailor who’s had his share the overhead map, and Daen’s minions created it as a place to set
of rough seas: a sandy beach. Not only does the beach another altar.
look particularly inviting after the journey you’ve had
thus far, but it also extends almost the entire length of
this end of the island. A blind yeoman could row a skiff C. Altar of
anywhere along it and still be assured of a safe landing.
Bloodletting (EL 5)
Though their own paranoia may cause the PCs to think twice about To speed up the process of turning prisoners (and the occasional
landing here (it seems quiet, after all—too quiet), they really do have animal) into undead minions, Daen scattered six stone tables
nothing to fear. The beach is such an easy landing, in fact, requiring throughout the island’s expanse. They serve a singular purpose: to
no rolls to reach it safely. Furthermore, the isle’s inhabitants aren’t collect blood and send it to the dungeon below.
exactly the type to come to the strand to sun themselves, so the PCs
Although the altars slightly vary in appearance due to the rough
could even camp here for the night and not be disturbed. Once they
means of creation and years of use and exposure to the elements,
prepare to move on, read the following to your group:
each measures roughly three feet by 10 and stands about four feet
from the ground. They are balanced on a two-by-five rectangular
The beach’s sand gradually gives way to hardy grass column of solid rock. Numerous carved arcane symbols cover
as you make your way inland. A thick growth of trees the entire structure. Characters using Decipher Script (DC 15) or
that covers most of the land lies in front of you. Although comprehend languages find that the symbols bear many similari-
it appears that you can probably walk around the trees ties to the marks made around the ritually sacrificed bodies they
to go directly north or south, the most direct route would discovered in Act I.
be to head through them.
Daen’s minions drag the unfortunates (be they alive, freshly dead,
or somewhere in between) to the table, where iron manacles secured

Black Sails Over Freeport 71


- Act II, Part I: The Isle of Undeath -
creatures holding him, manages a few incoherent utter-
ances. Despite his efforts, his captors do not even break
their shambling stride.
Two of the undead creatures force the man down onto
the slab, while two others methodically manacle him to
the table. The remaining monster slowly removes a long
ebony dagger from its scabbard. Once his companions
secure the prisoner, he dispassionately slices the man’s
throat with the dagger.
The man, his doom certain, gurgles in pain as a
spray of blood erupts from the gash in his neck. His
captors unsheathe their swords and hold them loosely at
their sides, waiting for the inevitable outcome.

Should the PCs intervene at any point to save the man, he thanks
them in his own way: “Blamther! Shahbba-doo! Equus roden-
tus!”); he then runs for the nearest patch of ocean. Should the PCs
attempt further conversation with him, they quickly realize the
poor soul has gone irreconcilably insane.
If the adventurers would like to follow the underground trough to its
source, they can certainly try. Without an earthmover and engineer, they
might accomplish the task within a year. Crawling familiars (weasels,
rats, etc.) can navigate the system, but if Daen happens to be there at the
time (25% chance), the familiar likely does not return to its master.
Zombies (5): hp 22.

to the stone hold them in place. The minions slit the throats of their
Planned Encounter: Attack!
live captives, and then they wait dispassionately while they die. If this is the first island your PCs explore and you plan on using
They then shove their weapons clear through the corpse at least a this encounter, you should have the zombies make an appearance
dozen times to facilitate the draining of the body’s vital fluids. with their captive—and then unleash the enemy attack. Depending
on which island is attacking, the forces consist of:
As each table is slightly concave, the bloods drains toward the
table’s center, where it falls into a funnel leading below the • Crystal Lake Island (EL 12): Moab’s lieutenant, Jhondal,
island’s surface, where it ultimately collects in Room 53. Once the leads 10 mutant soldiers. The zombies’ helpless captive is one
body has been sufficiently perforated, the minions leave the corpse of the lake people, and Moab wants him brought back. Once
for 24 hours to allow it to drain completely. After 24 hours, they the captive is retaken, the soldiers beat a fighting retreat back
collect the body and take it to their master. Only one altar—the to their boat (docked wherever the PCs aren’t beached).
one on the easternmost edge of the forest—is currently occupied. • Gorilla Island (EL 12): Five white gorillas (hp 61 each).
Upon first discovering an altar, read the following to the PCs: The captive is an escaped slave, and although he’s no longer
any good for the mines, Ahunatum does not want to lose a
potential meal.
In the middle of the wilderness, an immense stone table
rises four feet above the ground. And though you cannot tell • Boneshaper’s Island (EL 15): One (1) gigantic flying
the purpose of the object at a glance, the visible weathered skull. The captive is one of the warring tribesmen (perhaps
bloodstains are enough to put you on your guard. even a tribal leader), and Zoltan wants him back where he
belongs. The skull simply swoops down with its mouth
open and scoops the zombies and their captive inside.
Daring PCs may even attempt to scramble inside, but
Victims chances are that not all of them can jump in time…
If the PCs encounter a group of zombies near the altars and decide
not to attack them immediately, read the following:
D. Trapdoor
The undead slowly drag their captive toward the Like its companion (Area H), this trapdoor opens to an under-
altar. Although the man looks like he has given up hope ground passage that leads to Dungeon Level Four. The woods
of escape, he suddenly begins to struggle with the last hide the unlocked trapdoor well. If the PCs happen to walk over
of his remaining strength when he sees the stone slab. the trapdoor (25% chance for each character), allow the PCs to
His voice, now hoarse from screaming at the unfeeling notice the earth “sounds different” (Listen check, DC 20).
Trapdoor: Unlocked; Spot (DC 30); Search (DC 20).

72 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
E. Cliffs of Dementia (EL 15) New Spell
As you steer your boat toward the easternmost tip
of the island, the land begins to rise until it towers hun-
Detect Living
dreds of feet above your mast. The earth that had once Divination
gently sloped toward the ocean now falls away precipi-
Level: Clr 1, Pal 1, Sor/Wiz 1
tously, presenting a sheer, solid mass of rock. Waves
Components: V, S, M/DF
crash endlessly against the stone, attempting in vain to
Casting Time: 1 standard action
find a weakness it can exploit. Perhaps, in a thousand
Range: 60 ft.
years’ time, the waves will succeed, but for now, they
Area: Cone-shaped emanation
shatter against it in vain.
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Climbing the uneven cliff surface requires a Climb check (DC 18), Spell Resistance: No
and getting a boat close enough to allow someone to climb is perilous
You can detect the aura that surrounds living creatures.
indeed. The pounding waves quickly drive even the largest boats
The amount of information revealed depends on how
against the cliffs, and the resulting pressure rips a sizeable hole in the
long you study a particular area.
hull should a ship remain there for more than a minute. The waves
smash rowboats to splinters before the characters can even stand up. 1st Round: Presence or absence of living auras.
Should the PCs press on regardless, they discover fierce cross- 2nd Round: Number of living auras in the area and the
winds once they have climbed a couple hundred feet (Climb strength of the strongest living aura present, in addition
check, DC 25). Sadistic GMs can roll the damage from any fall to its Type (as defined in the MM).
(we suggest starting at 20d6 and going up from there), but it’s safe
for you to assume that any slip from that height proves fatal. 3rd Round: The strength and location of each living
aura. If an aura is outside your line of sight, then you
PCs actually making it near the top discover a several large holes discern its direction but not its exact location.
in the cliff surface. These crevices resulted from Daen’s excava-
tions. He used the removed stone to build the altars strewn about Aura Strength: The strength of an living aura is
the island’s surface, as well as the tower that houses his lab and determined by the HD of the living creature, as given on
observatory. the following table:

The cliffs also cover a hidden entrance to the dungeon that is Aura Strength
accessible only during low tide (See Area 40 on page 88 for
details on what’s behind the entrance). Even if your group explores HD Strength
this portion of the island at low tide (25% chance), and they find 1 or lower Faint
the entrance (Spot check, DC 35 to see the door’s well-hidden 2-4 Moderate
seams), getting the 30-foot-long, 30-foot-wide slab to open does 5-10 Strong
pose quite a challenge. Assume the door weight two tons, and 11 or higher Overwhelming
give them a shot at it; trying the door may make them takes their
chances at climbing up the cliff. Lingering Aura: A living aura lingers after its original
source is destroyed. If detect living is cast and directed
at such a location, the spell indicates an aura strength of
F. Intruder Alert dim (even weaker than a faint aura). How long the aura
lingers at this dim level depends on its original power:
Because he is paranoid that his former companions want his
island, Daen has cast a zone of life detection spell, which encom-
passes the entirety of the upper portion of the island (see map). Lingering Aura
Unless the PCs find either of the two trapdoors (Areas D and H) Original Strength Duration of Lingering Aura
on the other end of the island, they have to deal with this obstacle
one way or another. Faint 1d6 rounds
Moderate 1d6 minutes
Once they have scampered their way to the top, have the PCs Strong 1d6x10 minutes
make a Spot check (DC 25) to determine whether or not they note Overwhelming 1d6 days
the spell’s presence. If they do, read them the entire section below.
If they do not, read the following but omit the bracketed portions. Each round, you can turn to detect living in a new area.
The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of
As you work your way eastward through the grass- wood or dirt blocks it.
lands, the island begins to slope upward. The slight
grade becomes gradually steeper as you push forward, Arcane Material Component: A piece from a thriving
until you have to bend forward and grasp at the ground plant or an ounce of blood from a living creature.
to maintain your progress.

Black Sails Over Freeport 73


- Act II, Part I: The Isle of Undeath -
fly over it, and digging a passage a couple feet into the earth would
also suffice. Other spells, such as teleport or dimension door,
New Spell would work equally well.

Zone of Life Detection Should the PCs simply decide to throw caution to the wind and
step through, they feel nothing. However, Daen immediately
Abjuration knows his barrier has been breached. Unless the characters
continue to stand within the spell, however, he will not know that
Level: Clr 3, Pal 3, Sor/Wiz 3
they are humanoid. Nevertheless, he alerts the creatures in the
Components: V, S, M/DF
dungeon below to be on heightened awareness for the next half
Casting Time: 1 standard action
hour (each section of the dungeon provides wandering monster
Range: Close (25 ft. + 5 ft./2 levels)
details for each of the three stages of alertness; see The Isle of
Area: 60-ft. radius emanation centered on a point in
Undeath: The Dungeon, Wandering Monsters on the next
space
page for definitions of these stages).
Duration: 3 hours/level (D)
Saving Throw: None
Spell Resistance: No G. The Dark Tower (EL 10)
Used primarily by liches and other evil creatures whose
companions are undead, the zone of life detection
establishes an emanation area that alerts the caster The black rock of which the highest point of this
whenever a living creature of Tiny or larger size enters island is composed appears to have been belched
the warded area or touches it, much like an alarm spell. whole from the ground it stands upon. It is perfectly
The mental alarm alerts the caster (and only the caster) cylindrical, with no discernable mark or features of
so long as the caster remains within 1 mile of the warded any kind.
area. If asleep when the barrier is penetrated, a single
mental “ping” awakens the caster from normal sleep but
Daen didn’t want his observation post to be easily accessible, so
does not otherwise disturb concentration. A silence spell
climbing the tower is going to be difficult (Climb check, DC 30).
has no effect on this mental alarm.
Anyone successfully climbing it notices a number of observation
1st Round: The spell informs the caster of the number blinds cut out of the rock near the top. Only characters that are
and size of the creatures entering the ensorcelled zone. of Small size or smaller can fit through the openings, however.
Those squeezing through find themselves in the Observatory
2nd Round: The caster learns the creatures types (Area 1).
(humanoid, beast, etc.) and strength as per the detect
living spell.
Anyone about to enter the area affected by the zone of
H. Trapdoor
detect living has chance to Spot (DC 25) it. Successful Should the PCs land at the cove (Area A on the map of the Island),
checks reveal arcane energy, although the exact nature of and move to the southern altar within the grasslands, they can
the magic is not obvious without the use of a Spellcraft automatically make a Spot check (DC 25) to notice that the ground
check or detect magic. near the trapdoor has been recently disturbed. They might also
notice that the earth “sounds different” (Listen check, DC 20)
Zone of life detection can be made permanent with a
should they walk directly over the door (25% chance for each
permanency spell.
character).
Arcane Material Components: A tiny bell and a piece
The trapdoor is not locked and, when opened, reveals a set of
from a thriving plant or an ounce of blood from a living
stairs descending into a corridor that ultimately leads to Dungeon
creature.
Level Four.
Trapdoor: Unlocked; Spot (DC 25); Search (DC 20).

The top of the hill presents a magnificent view of the


island below: the gently waving grass, the dense wall
I. Escape Hatch
of green forest…you can even make out your ship in the As this escape hatch is Daen’s private entrance/exit, it is quite
distance and a hint of the other islands in the chain. well hidden.
Behind you, the only noticeable feature is a black If opened, the door leads to a corridor that bring the PCs to Area
tower that rises an additional 50 feet from the ground. 9 on Dungeon Level Three.
[You also notice that the air 10 feet in front of you is
shimmering with some kind of arcane energy. It seems Escape Hatch: Search (DC 35); Trapped (Ghoul Touch Trap);
to encompass the entire isthmus on which you now Locked, Open Lock (DC 25); Hardness 5, hp 15,
stand.] break DC 18.
Ghoul Touch Trap: CR 3; magic device; touch trigger; auto-
matic reset; spell effect (ghoul touch, 3rd-level wizard, DC
The two easiest ways to circumnavigate the spell are to go over or 13 Fortitude save negates); Search DC 27.
under it. Since it extends only 60 feet up, a character could easily

74 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
The Isle of Undeath: The Dungeon
Wandering Monsters Wandering Master
The length of time that the PCs will have to spend in the dungeon Most of the time (80%), Daen can be found on Dungeon Level
almost guarantees they will encounter undead minions shambling Six, either creating new undead or collecting blood for his vari-
about. Throughout this section, tables detail what creatures the ous experiments, though 15% of the time he is on Dungeon
PCs may encounter at various locations. But there’s a twist. Due Level Three, unwinding from his near-constant planning to take
to Daen’s rather untrusting nature, the complex is run much like a over the world. The remaining 5% will be spent either in his
military base, complete with three stages of alertness. The current library (Room 2) or in the observatory (Room 1) on Dungeon
level of alertness determines how many creatures the PCs meet Level One.
and their relative strength.
The chances that the PCs encounter Daen in the halls as he
Normal: Even at the lowest state of alertness, semi-regular groups goes from one location to another are pretty slim (5% for every
patrol the various levels. The PCs have a 20% chance of hour in the dungeon). Daen always takes a personal escort of
encountering wandering monsters every 10 minutes during six undead apes. Should this occur, he immediately presses his
Normal alert status. retinue to attack, while he retreats to the Barrels of Blood room
(Area 53) to ward himself against the intruders. He will also
Heightened: The dungeon is on Heightened alert if the adventur-
place the entire dungeon on Danger! Danger! alert status, which
ers are spotted but not engaged by some of the complex’s
remains in place until either he or the adventurers are dead.
residents. Tripping the zone of life detection spell (Area F
on the surface) also triggers the second level of readiness. If the players raise the dungeon’s alert status to the Danger!
At this state, the PCs have a 35% chance of encountering a Danger! level without encountering Daen, the lich proceeds to
wandering party every 10 minutes. If the PCs are not dis- the Barrels of Blood room by the most direct route, and should
covered again after 30 minutes (3 checks), then the alertness be considered prepared for the final encounter by the time the
status drops back to Normal. PCs find him (See Area 53 o page 91 for more details on Daen’s
preparations).
Danger! Danger!: The highest level of alertness is triggered if
your group has been slaughtering undead willy-nilly, or if Additionally, every morning before dawn, Daen comes out of his
one of the animated minions escapes. Patrols at this point escape hatch (Area I) to recast the zone of life detection spell.
are almost constant, and the adventurers now have a 50% Coming outside, casting the spell, and going back in takes less
chance of being spotted every 5 minutes. After 1 hour (12 than five minutes, so unless the PCs note they want to attempt
checks) at this level without further encounters, the alert- their entry near that time, chances are they miss him. Also, about
ness level drops to Heightened. once a week, Daen goes down to the Auditorium on the fourth
level (Area 13) to speak to his troops and to inspect the ongoing
Of course, the system is far from perfect (we are talking about
fight training on level five (Area 36). While it would certainly
undead). If the PCs move from level to level, the chances are
be dramatic to see Daen in either of these contexts, considering
pretty good (75%) that the alert status is one stage lower than the
the plethora of walking dead that would be in either location, it’s
floor they just vacated.
almost certain that the party would not emerge intact.

Level One: The Observatory


to pinpoint the islands’ location based on the constellations
1. Observatory proves fruitless).
When the adventurers enter this room, read the following: The bookcases each contain journals filled with Daen’s observa-
tions on the various and sundry activities occurring on the other
The low whistle of the wind greets you as you enter atolls. These unexpurgated notes reveal the lich’s paranoid,
the room. It’s easy to see why: a half-foot-wide slit runs unstable nature. You can read the following samples to give the
along the walls for almost the circumference of the PCs an idea of his state of mind:
room. Four bookcases containing numerous notebooks
occasionally block the opening to the outside world. • “The stone head descended today. Fools! They worship the
A table with several unrolled scrolls atop it sits in the weak. They have never felt true power.”
center of the room. • “These abominations he creates. What is their purpose?
Many of them cannot even walk, let alone carry a weapon.
Daen uses this room to spy on his former pirate mates. A tele- Let him build his legions. I shall be the victor.”
scope mounted on a tripod stands near the southern bookcase. • “What sick ridiculous puppets they are, and what a gross
Anyone peering through it during the day can see the other little stage they dance on. Not a care in the world. No idea
Islands of the Damned and even pick out individual figures. At that they are NOTHING.”
night, the PCs can only make out the odd light or two (attempts

Black Sails Over Freeport 75


- Act II, Part I: The Isle of Undeath -
• “Master of gorillas? We were to be masters of all. I want
to weep with frustration at what we have become. Yarash Gather Information
willing, I will crush these unbelievers and regain our DC Result
Lord’s trust.”
10 Daen believes Ezekiel Carthy is alive and living in
• “Their defenses are not yet rebuilt. I will send more of my Freeport.
fierce legions tonight, and slaughter them with their own 15 Yarash has not spoken to Daen since they came
dead.” through Hell’s Triangle. He assumes that, since
If the PCs have already visited one or two of the other islands, be he was the most loyal to Yarash, the other surviv-
certain to include this passage: ing members of the Full-Fathom Five have not
heard from him either.
• “Who are these strangers, intruders in our realm, and how 20 Daen expects Yarashad will reappear very soon.
did they survive the descent through the Triangle? They 25+ Yarash was formerly Harrimast’s “enforcer,” until
are making directly for the islands. If they survive, I may Harrimast wrongly cast him out for attempting to
have to meet with them. What lovely wights they would seize more power.
make!”
The unrolled scrolls on the table contain sketchy maps of the other
If the PCs have not yet encountered the Kraken’s Claw, they can Islands of the Damned, including Yarashad, though it is the least
also discover this passage: detailed (see Handouts in the Appendix). The maps should give
the PCs a good indication of the general topography of each island,
• “The Jolly Roger! I never thought I would ever see it
which pirate resides there, and where they could beach a rowboat.
being proudly hoisted at the top of the mast, flapping in
They cannot glean the relative strengths and weakness of the island
the wind to strike terror in the hearts of all who see it! The
inhabitants, nor can they tell what exactly they may be up against.
Kraken’s Claw? Do they know of Yarash, or have they
Daen’s already exploited any weaknesses the islands had, and
been tainted by Harrimast’s filthy and blasphemous lies?
the other masters have long since strengthened those points. And
Will they have to be instructed in the ways of our Lord’s
while Daen probably knows that, there’s no way the PCs would.
glorious pain?”
Still, they should come away with a bit more information about
The room contains over 100 such journals, which would take their environs than they had previously.
at least two days for the party to read entirely, and then only
The door to the stairs leading to Room 2 is locked but not trapped
if they all spent all day doing it. If they decide to put at least
on this side.
an hour into researching the writings, have each reading party
member make a Gather Information check. Here’s what they may Door to Room 2: Open Lock (DC 25); Hardness 5, hp 20 hp,
uncover: break DC 25.

Level Two: The Library


lect (Intelligence 16+) to even understand the books. As you might
2. Library expect, the authors of these tomes know a lot more about writing
page-long sentences than they do about the laws of gravity. For
instance, PCs who delve into the books learn that the sun revolves
The stairs deposit you in a large, circular room lined
around the planet because the Sun God has been swinging it on the
with bookcases. There are two main cases, one each on
end of his lasso since eternity began. Eventually, he’ll grow tired of
the east and west walls. Each case conforms to the wall’s
his game and simply throw the sun away, plunging the world into
curvature, and extends from the floor to the ceiling, 15
a new eternity of darkness. The fact that Daen has determined that
feet tall in all. They are almost completely filled with
Yarashad will soon reappear is more a testament to his own bull-
books of all shapes, sizes, and ages.
headedness than anything logical he might have learned from read-
An overstuffed chair and a large bookstand with an
ing these particular volumes. Each of these books contains notes he
open book upon it sit near the eastern case.
scribbled in the margins, over the illustrations, and even across the
text itself. His additions should help to make the theories presented
For anyone looking to research the various strains of undead, this within almost completely incomprehensible.
room proves more valuable than a chest filled with gems. PCs
The library also contains a wealth of information on Yarash—if any
who are not yet familiar with the undead can at least gain all of the
PCs have an interest in learning about him (most of what they can
information on the monsters covered in the MM.
learn is contained in the first section of the Prologue). The library
Some of the other books deal with advanced “physics.” Daen has houses enough information here, in fact, that any evil character, or
been trying to figure out the exact timing of Yarashad’s reemer- even a character who may be thinking of changing his ways, could
gence, and he believes that it has something to do with the position learn enough about the cult to become a cleric of Yarash.
of the stars in the sky. Sample book titles include: The Night Sky
The library also contains an earlier version of A True Historie of
in Relation to an Increase in Brain Hemorrhages in Small Flying
Freeport Pyrates that includes the text that Lord Cromey later had
Rodentia, Mysterious Transcendence at the Strand of Nightmares,
edited from the books (It’s the book the Yarash cultists wanted.
Unified Sticky Web Theorem, and so on. Although all of the books
Remember? See Act I, Section Four: The Temple of the God of
are written in Common, it takes someone with significant intel-

76 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -

Black Sails Over Freeport 77


- Act II, Part I: The Isle of Undeath -
Knowledge on page 27 for more information), that the players are even if the PCs can puzzle out what the ledger details (Intelligence
free to take and read at their leisure. The text is complete in that it check, DC 15), they cannot discern which number corresponds to
includes the rise of the Full-Fathom Five, including their names, the appropriate minion. If Lucien is still with the party, he could
but ends before their defeat at Hell’s Triangle, as Daen has been certainly be of assistance at this juncture, though it will be quite
trapped and unable to acquire a more current version. The book is difficult to get him to leave once he cracks open a book.
worth 5,000 gp to a serious collector such as Blaine Henry, should
The chair is simply a chair, and is actually quite comfortable. The
the PCs actually be able to track him down. Otherwise, they’ll be
door to Room 1 on the top level of the tower is both locked and
lucky to get a tenth of that price.
trapped on this side.
The book on the stand may appear to be just as obtuse as the more
Door to Room 1: Trapped (Lightning Bolt Trap); Locked: Open
esoteric tomes on the shelves, but it is actually a general ledger
Lock (DC 25); Hardness 5, hp 20 hp, break DC 25.
that Daen uses to keep track of his growing army. Each line of the
Lightning Bolt Trap: CR 4; magic device; proximity trig-
ledger represents a different day, and each column represents a
ger (alarm); automatic reset; spell effect (lightning bolt,
different type of undead. There is also a column dedicated to new
5th-level wizard, 5d6 electricity, DC 14 Reflex save half
creations and one to creatures who were “killed.” All of the head-
damage); Search DC 28; Disable Device DC 28.
ers and various footnotes (detailing where the newly created crea-
tures came from, how something died, etc.) are in shorthand, so

Level Three: Daen’s Quarters


D
aen set aside this level, with the exception of a few rooms, As your PCs most likely guess, this is Daen’s bedroom. Even
for his personal use. All the rooms were dug from the sur- though he is a lich and doesn’t require sleep, that doesn’t mean
rounding rock, and are, for the most part, relatively even. he can’t enjoy the finer things in life. The room is very orderly,
The hidden corridors are much more roughly hewn, and as befits a man who devotes all his time to gaining more and
the ceiling is a uniform 12 feet high. more control over his surroundings.
Doors on this Level (Unless otherwise noted): Unlocked; Hard- Daen keeps his most valuable items on his person, but he does
ness 5, hp 20, break DC 23. store some of the trinkets he’s reclaimed. Characters searching
the vanity (Search check, DC 15) find 1d10 gems worth 75 gold
pieces each, as well as a ring of chameleon power and a potion of
Wandering Monsters neutralize poison.
Normal (EL 4): Mummy (1), hp 68. The one-foot-tall by one-foot-wide vanity mirror is intelligent, and
Heightened (EL 5): Mummies (2), hp 68 each. it animates if any of the PCs address it directly (“Hello mirror,”
Danger! Danger! (EL 7): Mummies (4), hp 68 each. “How do I look, mirror?” or “Mirror, mirror, on the wall,” etc.).
The mummies do not know about the secret passageways, so no The mirror, whose name is—fittingly—Mirror, has been rather
wandering monster checks are necessary while the PCs are explor- bored by the 100 plus years it’s spent in Daen’s service, and it
ing them. leaps at this opportunity for witty repartee. It most likely opens
with, “Well, well, well, aren’t you looking lively today?” It then
tries to horn in as many undead puns as it can (“I’ll tell you, that
3.Stairwell Daen is a son of a lich”).
This room is actually the base of the dark tower that comprises the After working their way though a few groaners, the PCs can
first two levels of the dungeon. A secret door hides within the steps; pick up some very useful information from Mirror—for a price;
it leads to the hidden passageways and the escape hatch (Area 9). it wants out. It’s tired of looking at the same hard, ageless face
every single day; it wants something lively, such as a dwarf
Secret Door: Unlocked; Search check (DC 30). (they’re always good for a laugh, and they get riled up so easily,
after all). If the party has a dwarf in it, Mirror appeals directly to
4. Master Suite that character.
Mirror can fit within a backpack, and may prove more useful
than the PCs realize. Though it remains silent most of the time,
For a moment, you feel as if you’ve stepped out of
it can detect undead at will at a range of 50 feet (See the Mirror,
the confines of the dungeon and have been suddenly
the Intelligent Mirror of Daen Danud sidebar on the next
transported to a fine inn.
page for more information on its powers and knowledge), and it
Lush violet, velvet curtains cover every inch of the
can warn the party should they be about to cross paths with the
walls. An immense four-post bed takes up a significant
creatures (which can come in quite handy should the dungeon be
portion of the northeast corner. The room also contains
on alert).
a nightstand, a vanity with a mirror, and an armoire.
The room sounds different from the corridor you just The secret door, like the others on this level, is very well hidden
exited, due to the thick white carpeting covering the and unlocked. If Mirror tells them where it is, no roll is neces-
floor from wall to wall. The recipient of all this opulence sary.
is not currently in attendance.
Secret Door: Unlocked; Search check (DC 30).

78 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
5. Loo Mirror,
When the adventurers enter this room, read the following:

The claw-footed tub, sink, and privy make the func-


the Intelligent Mirror
tion of this room obvious the moment you walk in. It of Daen Danud
is, however, quite a bit larger and more opulent then
you’re accustomed to. All of the pieces, and the floor AL CN; Int 17, Wis 17, Cha 10; Speech, telepathy, 120
itself, are made of polished white stone. And you can ft darkvision and hearing; Ego score 12.
all recall sleeping in common rooms smaller than this Lesser Powers: deathwatch continuous, detect magic at
space. will, Listen +10.
Greater Power: detect undead at will.
The fixtures in the room are both completely functional and utterly
harmless. Personality: Mirror is a naturally gifted gabber, an
attribute that he kept well under wraps during his
service to the lich Daen Danud. Any potential new
6. Wardrobe owner has to deal with a near-constant stream of
puns (which are initially focused on the liveliness
As pedestrian as it may seem, Daen doesn’t spend all of his time
of its new owner, but Mirror gets tired of that in a
strutting about in his white armor and cape, though he has numer-
year or two). The occasional bout of repartee keeps
ous wardrobes on the western side of the room that contain noth-
Mirror content. Should it be abused (constantly
ing but his usual getup. However, the eastern wardrobes contain
being told to shut up, etc.) it tries to attract the
more casual attire. Daen is still a pirate at heart, so these clothes
attention of someone else at its earliest opportunity.
tend more toward the black, flowing garments associated with that
If it’s old owner is done away with—well, so it
group. They are functional, but hardly protective.
goes. Mirror has seen enough death that another one
If the PCs think they can pass themselves off as the lich by dress- is just how things seem to go.
ing up in his clothes, they’re sadly mistaken. No one in the lower
Moderate divination; CL: 15th, Craft Wondrous Item,
levels has seen their master dressed in anything but white. Besides
deathwatch, detect magic, detect undead; Price:
that, the players exude life, something Daen most certainly does
27,500 gp.
not.
What Mirror Knows:
7. Reception Room • Daen’s gift from Yarash is what gives him the
When the adventurers enter this room, read the following: power to control undead.
• There is a secret door in the southeastern corner of
A single oval table and the four chairs that surround the room.
it dominate this 15-foot-long by 15-foot-wide room.
Judging by the dust layered on the furniture, the room • Although these are Daen’s private quarters, he is
has not been used in quite a while. only here a few hours every day.
• There is at least one mummy guard who checks
Daen originally built the room to entertain visiting dignitaries, or this room every few hours.
even the other three surviving members of the Full-Fathom Five, • Daen occasionally cries out in his sleep, either
when they were all on speaking terms. But since relations with the begging Yarash to hear him, or reliving the battle of
other pirates have soured, and since Daen now prefers converting Hell’s Triangle.
visiting dignitaries into zombies, the room is now essentially just
another corridor.
Door to Room 6: Locked; Open Lock (DC 25).
9. Escape Hatch
8. Guard Room (EL 7)
This room houses the four mummies who patrol this level. If the This wooden trap-door is set in the ceiling down this
PCs enter from the southern door, they can catch the mummies corridor. A wooden ladder leans against the wall nearby.
flat-footed. Also, if your group entered this level from the tower The hinges on the hatch are oiled, and it looks like it is
and has already defeated mummies on patrol, remember to sub- well maintained
tract them from the total here.
Aside from the filth left by the mummies, there is nothing else in Daen has not attempted to keep this trapdoor secret, and in fact
the room. The door in the southern wall is locked. keeps the ladder propped up against the corridor wall to facilitate
his morning ritual. The door is unlocked from the inside, and it
Door: Locked; Open Lock (DC 25). leads to Area I on the island map.
Mummies (4): hp 68.

Black Sails Over Freeport 79


- Act II, Part I: The Isle of Undeath -
Level Four: The Labyrinth
T
his level acquired its name not so much because of
any particular skill required to navigate it, but simply 11A. Locked Door
because of the needless complexity of its corridors.
The door that opens into the corridor that leads to Areas 11-15 is
Because this level has the most obvious access to the
locked.
surface, defensibility was a key aspect in its construction. If there
were ever an invasion, Daen’s forces would have plenty of oppor- Door: Locked; Open Lock (DC 25).
tunities to trap or double back on their foes. Fortunately for the
PCs, such an attack never came, and many of those tactics have
now been forgotten. 12. Observation Blind
The entire level was constructed out of stone, some of it with a Upon opening this door, the adventurers discover a set of stairs
finer eye to detail than others; still, all of it is relatively smooth. leading to a platform. A number of two-inch by two-inch slits cut in
The ceiling rises 12 feet everywhere except in Area 13, where it the south wall afford anyone peeking through them a decent view of
rises over 30 feet. the Auditorium below (with the exception of the northernmost door
in the western wall). Daen uses this room to gauge when it is time
Stone Doors on this Level (Unless otherwise noted): Unlocked; for him to make his weekly grand entrance to survey his forces (and,
Hardness 8, hp 60 hp, break DC 28. conveniently, make certain that his hold over them isn’t weakening).
Should any of the PCs look through the slits, read the following
Wandering Monsters passage:
Normal (EL 7): Skeletons (10), hp 24.
Heightened (EL 8): Skeletons (8) and wights (6), hp 24/39. The narrow slit affords you a view of an immense
Danger! Danger! (EL 9): Skeletons (6) and wights (8) and mum- room below you. Five star-shaped columns sit in a semi-
mies (3); hp 24/39/68. circle below; a large black skull and crossbones is inlaid
in the floor at the focal point between the columns. In the
Monster encounters are limited to the corridors only.
eastern side of the room, a set of three steps leads up to
a dais, on which sits a throne of bones. Two fifteen-foot-
10. Worg Room (EL 6) tall by five-foot-wide iron doors stand in the wall behind
throne. There are two simpler doors behind the columns
Six worgs live in this 10-foot-long by 30-foot-wide room, which is on the western side of the room.
accessible only via the inward-opening secret doors in the north A full-size mural of what can only be the dungeon’s
and south walls. Opening the door in the south wall automatically master decorates each wall of this room. The master
opens the door leading to the other worg room (Area 24), which appears as a gaunt man dressed in white armor and a
likely exacerbates the situation for the PCs. white cape that match his pale skin. He holds his right
out before him, palm outstretched, and you can see the
Daen’s minions feed the worgs just enough to keep them perpetu-
mark of the Full-Fathom Five, which also decorates the
ally hungry but not on the verge of starvation. If the PCs enter
floor below you, in his hand.
through the north door, the creatures pause for a round (long
Although it appears this room could hold several
enough to lose any surprise) to see if their strange visitors have
hundred people, it is currently empty.
any fresh meat on them. When they see the player’s aren’t carrying
any food for them, they immediately attack, attempting to make
the PCs their meal. If you’re looking to make a quick end to the dungeon (or, con-
versely, a quick end to your party), it’s possible that Daen can be
Secret Doors: Unlocked; Search (DC 20).
in the middle of one of his “pep talks” when the party enters the
Worgs (6): hp 47 each.
blind (normally, less than a 1% chance, given that these gatherings
occur only once a week for about an hour). Still, if the circum-
11. Sitting Room stances fit, read the following to the PCs:

Daen uses this private sitting room while he waits for his fear-
some undead horde to assemble in the Auditorium (Area 13). As seasoned adventurers, it is a rare day indeed
The room contains four animal-fur rugs, a single chair, and a when you see something in a dungeon that literally takes
few portraits of Yarash. The portraits typically portray him as a your breath away. Today is one of those days.
gigantic pirate wearing the stereotypical garb (including an eye An immense room that appears to be a cross between
patch), either towering over a mound of gold, a pirate ship, or a a temple and an amphitheater sits below you. Laid in
fallen enemy’s corpse. His eyes exude menace in every painting, black polished stone in the center of the floor is the
and more often than not, both his clothes and hands are drenched eternal sign of pirates: the skull and crossbones. But the
with blood. five star-shaped columns that ring the skull and bones
illustrate that no ordinary pirate uses this chamber. This
Other than the rugs, which are worth about 10 gp in trade each, is a hall made for a member of the Full-Fathom Five.
there is nothing of value in the room.

80 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
Both the skull and bones and the five columns face
a dais on the eastern edge of the room. A five-foot-high
throne of bones sits on that dais. And sitting upon that
throne is the master of this dungeon.
Though his features are impossible to make out at this
distance, the larger-than-life murals that fill each wall give
you a rather ideal estimate. He is preternaturally gaunt to
the point of being shriveled, and his white garb is a perfect
complement to his nearly translucent flesh. In the murals,
he holds his right hand before him, and he bears the same
mark on his palm that is both writ large on the floor before
you and etched into the corpses of the cultists you slew in
Freeport: the Jolly Roger, surrounded by five stars.
While disturbing, it is not the sight of the man on the
throne that gives you pause. It is the undead, scores of
them, taking up half of the room that gives you pause.
They stand in rapt attention as their leader speaks to
them about the glorious battle to come.

The PCs would be able to conduct a ranged attack from their posi-
tion, which can certainly work well in the short run. Once Daen
leads a horde of undead to attack them, however, the PCs will most
likely wish they had a chosen a room with an escape route.

13. Auditorium (EL 0 if


empty; EL 20 if full)
Once the PCs have their bearings, they notice the other features
Entering From the West of the room (murals, skull and bones, throne, depending on where
they entered). Of course, if the room is currently occupied when
the party enters, they are in for quite a fight.
The door opens to a cavernous room that extends
over 50 feet in front of you, and whose walls rise up 30
feet to the ceiling above. You are standing at the apex of Tactics
a semicircle of five star-shaped columns, in which a few • Western Entrance: Even if the PCs are being stealthy, it is
sputtering torches are ensconced to give the room light. almost impossible to enter the auditorium without at least
You can see that there is something embedded in the one of the minions hearing them (Listen check, DC 10).
floor in front of the columns and several steps lead up to If the PCs bash the door down, not only are they immedi-
a dais on the far side of the room. The other details of ately attacked, but they are surprised as well. While Daen’s
the space are lost in flickering shadow. minions begin swarming around the interlopers, Daen sends
three of his ape bodyguards through the Dead End Cor-
ridor (Area 14) to cut off their escape, while he sends the
Entering From the East remaining apes forward for a frontal assault. The lich then
calmly approaches the melee and begins casting spells until
the PCs fall. Should they hack their way through toward
Although the doors to this room are about three times him, he draws his mace and attacks.
as massive as ordinary doors, they swing open easily. Once
open, they reveal a vast room whose furnishings seem to be • Eastern Entrance: There’s simply no way for the PCs
focused upon your present position. Or near to it, anyway. to open either of the massive doors from the eastern end
A large throne of bones, its back to you, sits directly without being noticed, as numerous pairs of eyes will be
in front of you, and you see that you are on a dais that facing that direction. Daen immediately draws his mace and
overlooks the rest of the room, which stretches out over charges, going toe-to-toe with the PCs until his hordes rush
50 feet before you and 30 feet above you. in to take the PCs out, whereby he disengages to cast spells.
Inlaid in the center of the floor is a black stone skull
If your group digs in for the duration here, chances are the undead
and crossbones, and standing behind it are five star-
will overwhelm them. In such a case, given their audacity, Daen
sculpted columns that, in tandem, make up what you
decides to add these interlopers into his undead army rather than
know to be the symbol of the Full-Fathom Five.
killing them outright. When they go down, he directs some of
Although the room can easily fit more than a hundred
his zombies to take them out to the altars on the island’s surface.
people within its confines, it is currently empty.
You may want to give the PCs another shot by having them
miraculously “come to” as the zombies carry them to the altars.

Black Sails Over Freeport 81


- Act II, Part I: The Isle of Undeath -
16. Pit Traps (EL 12)
This lengthy corridor is meant to eliminate intruders without jeop-
ardizing the rest of the dungeon’s population, so the locked door
keeps out everyone except those determined to gain entry.
Upon opening the door, the first character gets a chance to make a
Spot check (DC 20) to notice tracks in the dust that lead directly
to the secret door to the PCs’ right. The door leads to Room 24.
Should the PCs discover and open the door, note that the door to
Area 10 also opens. After the PCs have entered the corridor, the
tracks they make obscure the previous ones.
Before and after the corridor’s lone corner lies a matching set of
10-foot-deep pit traps. The traps open once the leading row of
PCs (usually two) steps over the middle of them, unless someone
finds them beforehand.
The pit traps are really just the prelude, however. If the players happen
to trigger either one, the secret doors to Rooms 10 and 24 open
simultaneously, releasing 13 worgs. The beasts, hungry for fresh
meat, immediately rush forward and attack. The worgs know better
than to get caught in the traps, so PCs who hope to lure them into the
pits are in for a surprise when the beasts simply jump over them.
Should the PCs navigate past both of the pitfalls, they eventually
learn the corridor dead ends. Finding the door to Room 10 is rela-
tively easy (Search DC 20), but remember that opening the door
here will result in the door to Room 24 opening as well.
Door: Locked; Open Lock (DC 28).
Pit Traps: CR 2; mechanical, location trigger; manual reset; DC
Of course, if they then proceed to go immediately back down and
20 Reflex save avoids; 10 foot deep (1d6, fall); Search (DC
take on the undead all at once again, then they deserve whatever
20); Disable Device (DC 20).
you feel like throwing at them.
Secret Door (to Room 10): Search (DC 20).
Mummies (10): hp 68. Secret Door (to Room 24): Spot (DC 10); Search (DC 20).
Skeletons (60): hp 24. Worgs (13): hp 47.
Zombies (45): hp 22.
Wraiths (18): hp 55.
Wights (25): hp 39. 17. Warden’s Room (EL 11)
Unlike the other rooms on this level, dirt covers the floor of this
14. Dead End Corridor 10-foot-long by 10-foot-wide chamber. Embedded in that earth is a
coffin that belongs to Sonsimoth, a vampire who acts as a warden for
the cells around the corner (Rooms 21-23). Since undead are hardly
A fine layer of dust covers the floor of the corridor known for their unruliness, Sonsimoth has not had any charges for a
before you, and the air smells as if it has been trapped number of years. Although he moves about at will, the vampire cannot
here for years. This space has obviously not been used escape the islands because of the sun. So, rather than simply stick his
recently. fangs into the first PC who pokes his neck inside the room, Sonsimoth
waits to see if the PCs might be interested in…talking.

Although the corridor appears to end in a wall, a secret door that Since the dungeon minions aren’t particularly adept at conversa-
opens directly adjacent to the entrance to Dungeon Level Five tion, and most humanoid discussions tend to start and end with
actually lies at the dead end. “Aaaaahhh!” the vampire has been unable to actually find out what
is going on in the world. If the PCs don’t immediately attempt to
Secret Door: Unlocked; Search (DC 35). annihilate him, he reveals himself to be quite a mannered, erudite
gentleman. He gladly shares what information he knows about the
15. Subdual Room dungeon and its ruler on one condition: that they take him back
with them.
Although Daen initially intended to use this space as a waiting room,
Here are a few tidbits that Sonsimoth can dangle in front of the PCs:
he found that he prefers to wait in the Sitting Room (Area 11). Ever
since, this area has functioned as a place to drag undead that appear • He knows where Daen goes during the different stages of
to be slipping out of Daen’s control. Since this hardly ever occurs, the the day (see Wandering Master on page 75) and the quick-
room is devoid of furnishings and any valuable items. est route to get to him
• He knows what Daen’s device does (control undead)

82 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
• He can make a quick sketch of Dungeon Level Four.
• He knows some general details about the other islands and
their inhabitants
We suggest playing this encounter against the PCs’ expectations.
Instead of the stereotypical black velvet cape, Sonsimoth wears
adventurers’ gear. He eschews the “bleh bleh” and stilted Transyl-
vanian accent for unaccented Common. He most definitely does
not opine that he “never drinks…wine,” nor does he make any
reference to the “children of the night.”
The vampire does truly wish to get out, and may even agree to aid
the PCs in their quest if it gets him back to a populated area that
much sooner. He promises not to kill or enslave any of the PCs
should they agree to transport him, and he actually keeps those
promises. Taking Sonsimoth back to civilization requires transport-
ing his coffin back to the ship and storing it below decks…and keep-
ing a few pints of blood available (or being prepared to lose a few
crewmen).
Of course, once he gets back to civilization, the vampire begins
making minions and sucking blood like there’s no tomorrow,
which may eventually cause such a nuisance that the PCs have to
do something about him.
Alternatively, the PCs can simply kill him at the onset.
Sonsimoth: hp 39.

18. Skeletons
in the Closet (EL 10) get closer, you note a carving atop each entrance: to
the north, a pair of crossed bones, the flesh dangling
Aside from the dozens of skeletons that are even now from them in strips; over the south door, a skull stares
beginning to lumber toward you, weapons raised, there down blankly at you through its empty sockets; and to
appears to be little of note in this room. the east, the two motifs have been combined. With the
exception of the carvings, the doors all look exactly
alike.
Along with other rooms of its size on this level, this space is used
to house “off-duty” undead. The skeletons don’t pose too much of
a threat individually, but the sheer number of them that come at The doors are exactly alike…completely harmless. Your group
the PCs in unceasing waves may convince the party that a lengthy may believe something sinister is at work here. Let them. You can
engagement is not what they want at this time. even play it up, should you feel like it—make a few hidden rolls,
tell the PCs they hear a click as they open the door, point out that
However, should they actually clear the room, they discover a the eye sockets of the skull seem to be watching them no matter
single unlocked chest containing 170 sp and (2) two potions of where they move, and so on. If your PCs always expect trouble
cure moderate wounds (CL 7). when you read a section of boxed text, this could play on those
expectations quite nicely. How much you want to build this up (or
If the PCs encountered any skeletons as part of a wandering-mon-
not) remains completely up to you.
ster band on this level, be sure to subtract the casualties from the
total represented here.
Skeletons (60): hp 24 each. 20. In a Wight Room... (EL 11)
Much like the skeleton room (Room 18) to the south, this area
19. Choice of Doors houses a few dozen wights who are not currently undertaking
tasks for Daen. It’s rather uncommon for the wights to get visitors,
This text should only be read to the PCs if they approach from the so they notice the opening of the door unless the PCs attempt to
west. Otherwise, treat this area like a regular corridor. Move Silently (DC 15). Even so, these undead are slow to recog-
nize the extent of the threat, so the PCs have surprise as long as
they act immediately.
As you turn the corner, you see that the corridor
comes to a halt ahead of you at a juncture of three Note that any wights slain while patrolling this level should be
doors in the north, south, and east walls. When you subtracted from the room total.
Wights (24): hp 39.

Black Sails Over Freeport 83


- Act II, Part I: The Isle of Undeath -
21-23. Cells 25. Ghast Station (EL 9)
As one would expect of jail cells, the southern walls are comprised This 40-foot-long by 15-foot-wide area houses a dozen ghasts,
of iron bars, with the door built into the bar structure. All of the minus any that the PCs may have met on patrol. A few coins (17
doors are locked, and years of neglect have actually made the gp and 11 sp) lie scattered among the debris, along with a quiver
devices that much harder to pick. The decay does make the door of (6) sleep arrows.
a little easier to bust in, but repeated attempts to do so eventually
Ghasts (12): hp 39.
cause Sonsimoth, the vampire warden (See Room 17 on page
82) to investigate the noise (if the PCs haven’t encountered him
already). 26. Mohrg Manse (EL 9)
Cell Doors: Locked; Open Lock (DC 25); Hardness 8, hp 50,
break DC 25. The opening door reveals a room that appears to be
some kind of storage area. A number of stone, lid-less or
21. Cell A partially open sarcophagi lie scattered about. A few coffins,
with their inhabitants still intact, lean against the wall.
This cell is empty.

When Daen first started building his undead army, fresh bodies
22. Cell B were at a premium. Not yet being able to take on a host of living
creatures on his own, he made do by digging up the remains of
The corpse of a human male slumps against the the recently deceased on other islands and animating their corpses
back wall of this cell. Three arrows protrude from his on the spot. Later, he had his creations do the job for him, but the
body—the most likely cause of his death. You can’t tell mindless creatures initially brought back the body and whatever
how long the corpse has been laying in this position, it had been interred in. Eventually he broke them of this habit, but
but most of the flesh not covered by decrepit leather every once in a while, he still gets the odd coffin or sarcophagus,
armor is now dust, and the clumps of faded blonde hair which gets stored here.
lying on the floor are the remnants of his head. The
Two mohrg currently use this room, each occupying an open coffin
corpse holds a bone horn in its right hand, almost as if
of your choosing. They are currently “resting,” and do not react to
it was going to blow one last note before passing to the
the PCs’ presence unless the PCs touch them or make an inordinate
next realm.
amount of noise (say, knocking a sarcophagus lid).
Mohrg (2): hp 104.
If the PCs try to grab the horn, or touch the corpse in any way,
its remaining flesh and bones slowly disintegrate into dust. Over
the sound of the body’s rapid decomposition, the PCs may hear
(Listen check, DC 20) a ghostly whisper, as if it were being carried
27. Mummy Quarters (EL 9)
into the cell via a sudden gust of air: “They took the little ones.” Ten mummies use this area. If the PCs previously defeated any
Who this man was and what he died trying to defend remains a mummies on patrol, then subtract their number from this room.
mystery. If asked, the vampire warden, Sonsimoth, does not have Mummies (10): hp 68.
any definitive answers either, as the man was near death when he
was originally brought to the cell.
The horn is a brass horn of Valhalla. 28. Kitchen (EL 4)
Read this passage as your PCs prepare to open the door to this room:
23. Cell C
This cell is empty. As you approach the entrance, a strong odor wafts
out to greet you: the smell of spilt blood and gangrenous
flesh. Even though the closed door, the stench is practi-
24. Worg Room (EL 7) cally overpowering.
Like its sister room (Area 10), this room acts as a kennel for
seven worgs. The PCs can discover the secret door that opens into Characters who take pains to cover or plug up their nostrils are
this room by either spotting footsteps in the dust (if no other PC rewarded for their caution:
entered the corridor) of the corridor outside the room or by con-
ducting a search. Opening the door here causes the door to Area
What was an unpleasant odor becomes an almost
10 to open as well, which brings the other worgs charging toward
tangible wall of putrid stench that assaults your senses
the PCs from the rear in three rounds.
as soon as you open the door. The place resembles a
Aside from a number of gnawed-upon bones, there is nothing else combination kitchen and butcher shop. Thick layers of
of note in the room. dried and coagulated blood and victuals cover every
square inch of flat surface.
Secret Door: Unlocked; Spot (DC 20); Search (DC 20).
Worgs (7): hp 47.

84 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
Several animal and humanoid bodies hang from
meat hooks in the ceiling off to your left. Some of the Be Our Ghast
bodies still hold some vestige of life, twitching slighty
as they hang. Remeli, Male Ghast Chef
In the room’s center, two undead creatures work on
Short (5’4”) and squat, Remeli wears slacks, a double-
a desiccated human. One hacks away at an arm with
breasted jacket and floppy chef’s hat, all of which
a cleaver, while the other removes organs from the
were once white. His speech is generally slurred
chest cavity and places them into a steaming pot on
but comprehensible, and, for some reason, he ends
a stove behind her. There is an empty pie tin, already
almost every sentence with “Bam!” For instance, “I’m
lined with a flaky crust, awaiting the remainder of its
cleaving this flesh for my master’s next meal. Bam!”
ingredients.
Liaju, Female Ghast Chef
The food needs of the dungeon are pretty basic, as the only crea-
Tall (6’4”) and thick, Liaju is made even more
tures that actually require nourishment are the worgs. But that’s
imposing by the clunky high heels she wears. She
not to say that the beasts who dwell here don’t miss the carnal
wears blood-drenched slacks and a ruffled shirt.
joys of tearing flesh off of bones or chewing on an overgenerous
Liaju speaks with an unidentifiable accent that
portion of brains every now and then. So every so often, when
garbles most of her words, rendering them virtually
a few animals have been captured, or some experiments haven’t
incomprehensible. This does not prevent her from
quite worked out, Remeli and Liaju, the two ghast cooks,
nattering on incessantly, however. “Now you take
receive them.
the brains, making certain that they’re of the correct
Any character who didn’t take the precaution of a nose plug must consistency…soft to the touch but not too mushy…and
make a Fortitude save (DC 15) once he gets a good whiff of the sautee them over medium heat...”
air in this kitchen. PCs who fail their save spend the next 1d3
In addition to the rolling pin she wields like a club and
rounds bent over as they evacuate their most recent meal onto
a plethora of cooking utensils, Liaju also carries a hip
the floor, and are at a –1 penalty for all rolls until they leave the
flask in her front pocket that contains alcohol of such
room.
potency that anyone foolishly taking a draught must
Remeli and Liaju are nonplussed by the PCs’ entrance, and make a Fortitude save (DC 20) or lose one point of
assume they’ve shown up to volunteer to be the next meal. Liaju Wisdom permanently.
tells them, “Very good. Right now we have enough meat for
today’s feeding. If you’d like to place yourselves on the hooks,
we’ll be able to use you in the next day or so. Make sure you
plunge the hook directly into your rib cage, so that you don’t fall
off.” If any of the characters lost their lunch, Remeli says, “Hey,
we’ve got to finish prepping the main course before we whip up
the sauce. Bam! Hey, you makin’ some more? Lemme get you a
pot. Bam!”
The two ghasts do not engage in combat unless attacked or
threatened. Your group can engage in banter with them if they
like, but all the pair really know is how best to separate a torso
from its limbs and how to properly serve eyeballs as a garnish.
The corpse on the table is wearing a ring of diving (See Ring of
Diving Sidebar), which functions like a dive spell (as cast by an
8th-level wizard) at will.
Liaju (ghast): hp 39.
Remeli (ghast): hp 35.

New Ring: Ring of Diving


This sea-green ring continually grants its wearer the
ability to breathe underwater, darkvision to 60 feet,
immunity from the effects of pressure, and a +10
competence bonus to Swim checks like the dive spell
(See Pocket Grimoire: Arcane on pg. 73).
Moderate transmutation; CL 7th; Forge Ring, dive; Price
56,000 gp

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- Act II, Part I: The Isle of Undeath -
29. Detritus Room One a large hole at the far edge of the room. The path leads
right to its edge, and years of constant usage have dyed
Daen’s minions drop off corpses here that they bring into the complex the outer lip the color of rust.
via Trapdoor D (see island map). Here, the bodies are stripped of
any clothing, equipment, and other belongings before they’re dropped
down the C-chute in the adjoining room (Room 30). If the party feels particularly daring, they can squeeze into the
shaft and follow it down. They have to remove their armor and any
If your party entered the complex through Trapdoor D, they see other protuberances (backpacks, pouches, etc.) and either shove
the various dots of blood that have fallen onto the corridor floor their belongings in front or drag them behind to do so, however.
over the years, which lead directly to this room. Should they come Carrying a lit torch is, of course, out of the question. It’s a tight fit,
from any other direction, they most likely note the blood trail once so the PCs can control their descent without fear of falling. They
they approach the intersection. eventually arrive in Room 51 on the Dungeon Level Six map.
There are no bodies (either alive or undead) here at the moment,
just a pile of belongings that have yet to be disposed of. Anyone
searching through the room finds 2d12 sp. 31. Here, Kitty, Kitty (EL 2)
Not all Daen’s experiments are successful. Although most failures
Planned Encounter: The Enemy Within (EL 9) rarely live long, the rare exceptions are placed in unused sections
of the dungeon and left there. This is one of those sections.
The Sea Dogs had previously found Trapdoor D, but have since
only gotten this far into the complex. One of them remembers the A large, undead mountain lion waits behind the door to this room.
PCs, and he immediately launches an attack. Should their forces It’s very lonely, having been here alone in the darkness for years,
be halved, the remaining pirates run into the next room (Room unable to truly die, and it knows of no other way to greet and
30), and down the chute to Room 51. Soon after that, Daen’s thank interlopers for intruding upon its solitude than to rip them to
bodyguards tear them apart. shreds, which it proceeds to do as soon as someone opens the door.
Sea Dogs (6): hp 35. For obvious reasons, the door is locked.
Door: Locked; Open Lock (DC 28).
30. C-Chute One Zombie (Mountain Lion): hp 41.

The trail of blood leads you into a smaller, irregu-


larly shaped room that has one distinguishing feature:
32. Guard Room (EL 7)
In theory, the zombies and ghouls stationed in this area are sup-
posed to patrol the two corridors that lead to Trapdoors D and H,
ensuring that intruders don’t sneak in. In practice, these walking
dead shirk their limited duty in favor of smoking stogies (yes,
we know, but please indulge us) and playing cards. This almost
certainly means that the PCs can catch them by surprise.
The ghouls wear chain mail and carry morningstars, and they
move to engage the PCs while their compatriots ready their weap-
ons. The zombies pick up their halberds, which are leaning against
the west wall, and use the polearms’ superior reach to attack
characters engaged with the ghouls.
Sgt. Hartmann, another ghoul, leads them. He also wears chain mail,
but he carries a greataxe. He directs the guards until the skirmish
goes against them, and then he wades into the fight himself.
The room contains nothing magical. The cigars, however, are of
surprisingly decent quality, and the playing cards are actually a set
of illustrated skeletons doing naughty things, with the number and
suit (clubs, bones, bleeding hearts, diamonds) crudely scrawled in
opposite corners. Observant rogues (Search check, DC 16) may
notice that there is an extra card in the deck: an ace of bones.
Ghouls (6): hp 19.
Sgt. Hartmann (ghoul): hp 19.
Zombies (6): hp 22.

33. Equipment Storage


Daen’s minions keep the spare halberds, clubs, leather and chain
mail here in case the alert status rises and more monsters need to

86 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
patrol the halls, or in case any weapons currently in circulation
need to be replaced. The room contains a dozen of each item, all two brethren, who are attempting to force down the life-
medium-sized, and a suit of +1 chain mail. less form by prodding it with their swords. Three more
zombies stand before them, patiently waiting for their turn
with a body of their own. They whip their heads around
34. Detritus Room Two at your entrance, with looks of what could almost be
mistaken for shame passing over their twisted miens. But
Like Detritus Room One (Room 29), corpses brought into the
then those looks fade to their customary grimace, and the
complex from Trapdoor H (see island map) are placed here to be
grunts of effort change to low moans of menace.
stripped down. Your party either spots the old blood trail (Spot,
DC 15) if they enter through that trapdoor, or they discover it at
the corridor’s intersection. The odd scene gets even odder once the zombies begin moving. The
three zombies carrying the corpse drop it to the floor with a meaty
A pile of belongings takes up most of the west corner of the room.
thud, and then draw their weapons. The two trying to force the
Rummaging through the pile for two rounds yields 2d20 gp.
other corpse down the hole pull their swords free, and they move to
attack. The last zombie, standing on top of the corpse, draws his own
35. C-Chute Two (EL 4) weapon, waves it menacingly, and then falls down the chute with a
mumble of dismay, as the corpse finally gives way below him.

A very peculiar tableau is unfolding before you: in the Once the zombies have been disposed of, the PCs can climb down
southwestern corner of the room, the lower half of a pallid the hole, which has the same characteristics as the one in C-Chute
corpse is sticking out of a hole in the floor. A zombie is One (Room 30), and ends in Room 52 on the Dungeon Level Six
slowly jumping up and down on the corpse, assisted by map. The hapless zombie who fell down the hole is sitting on top
of the corpse that preceded him.

Level Five: Undead Finishing School


M
ost of this level’s denizens don’t understand the irony of this
dungeon level’s name. In this instance, however, “finish- Echoes of steel clanging against steel greet you as
ing” refers to the process that makes these creatures a more you enter a corridor leading to a large circular room.
potent fighting force, not masters of high-society mores. There is no need for stealth, as only the most cata-
clysmic noise would drown out the din of steel. As you
This level is also constructed out of stone, but the amount of approach the edge of the corridor, you discover that this
finishing varies widely from the rough-hewn corridors to the more is no mere room but a miniature coliseum. Four specta-
polished dormitories, all the way to the advanced engineering tor stands ring the circular area you now face; they rise
evident in Room 36. Ceilings generally vary randomly from 8 to above the arena floor and are shaped like star points.
12 feet high (due to the aforementioned variances in construction), On the dirt floor in front of you, a large, obscenely
with the ceiling in Room 36 rising to 24 feet. muscled zombie instructs his 12 lesser-skilled brethren
The adventurers also notice that it feels quite a deal warmer on this the ins and outs of combat.
level and smokier to boot. This is due to the Smithy (Room 48). It
is neither hot nor hazy enough to cause the PCs any difficulty, but Your party can choose to back away and avoid a direct confronta-
it becomes a bit of a nuisance after a while. tion. Should they decide to attack, Xamisum, the drill leader, is the
Stone Doors (Unless otherwise noted): Unlocked; Hardness 8, first to notice them:
hp 60, break DC 28.
The well-built corpse looks you over, obviously gaug-
Wandering Monsters ing your strength. He then addresses his class:
“Our esteemed leader has favored us with a most
Normal (EL 7): Zombies (10), hp 55. pleasant surprise, mates—live targets upon which to
Heightened (EL 7) Zombies (12) and wights (6), hp 55/39 sharpen our weapons. Remember your lessons, and
Danger! Danger! (EL 8): Zombies (14), wights (8), Xamisum, make sure to destroy any clerics first. Now…attack!”
hp55/39/48
The zombies have learned well, and send one-fourth their number
36. Arena (EL 16) to attack the party’s cleric (if they have one). If the party lacks a
cleric, then the undead bestow their tender mercies upon any spell-
Daen set aside this cavernous space to train the undead in basic casters. They distribute the rest of their numbers evenly among the
combat tactics. They learn the bare bones (no pun intended) of remaining party members.
weapon use, and then they fight each other. The ones who survive
become stronger, while the ones torn to pieces get returned for Xamisum initially limits his interaction to shouted encourage-
reanimation. The training sessions run virtually nonstop, so ment of his students. Such comments include: “Keep that sword
assume one is taking place when the PCs enter. arm straight,” “You’re dropping your shield arm, mate,” and “Use
your number, you nancies!” He waits for the PCs to work through

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- Act II, Part I: The Isle of Undeath -
the other zombies (unless he is singled out before then), and then metal shield. If the PCs haven’t previously defeated the zombie
draws his bastard sword and charges straight for the party’s stron- trainer, and Dungeon Level Five goes to Danger! Danger!
gest fighter. He does not surrender. status, he collects his things from this room before patrolling the
level.
Sitting in the stands are another 24 zombies, 16 skeletons, 10
wights, 7 ghasts, and 3 mummies. Once the combat concludes,
they applaud the display and belt out a few unearthly cheers,
believing this to be simply another fighting lesson. Should the
40. Boat Launch
adventurers boldly charge into the stands, you can distribute
the undead as you see fit (placing like with like might simplify The corridor you’ve been treading slowly wends
matters for you), as they all converge on the PCs when the fighting its way downward, and it’s one of the longer stretches
resumes. If, on the other hand, the PCs simply loot the corpses, you’ve had to walk since you entered the dungeon. The
they find 3d20 gp, and they may leave of their own accord air about you feels moister, and up ahead you hear the
cause: waves lapping calmly against an unseen shore.
Skeletons (16): hp 24.
Ghasts (7): hp 39.
Mummies (3): 68. The corridor opens into a cavern with a long, rocky beach used
Wights (10): hp 39. as the launching point for Daen’s raids on the other islands. The
Xamisum (zombie): hp 48. beach contains six skiffs, each built to carry four, but capable of
Zombies (36): hp 55. carrying up to six Medium size humanoids in a tight fit. A length
of rope attached to a piton embedded in the rock of the western
wall secures the boats. During high tide, a foot of water covers the
37. Equipment Room beach, whereby the pitons keep the boats from floating off.
This room holds equipment for Daen’s island raiders. The wall For GMs who actually like to keep track of high and low tides
racks here contain enough equipment to outfit 24 Medium size while their party moves though the dungeon, assume that the
humanoids: chain mail, small metal shields, and long swords. cycle between tides takes about six hours. For those who’d rather
rely on a more random approach, the chance of it being either
The iron door in the north wall is locked, but Xamisum carries
high or low tide when the PCs enter the area is 25%. There is a
the key. This door is also the only door in the dungeon that has a
50% chance that the tides are changing, so that it is neither high
relatively watertight seal to prevent a large tide from seeping in.
nor low tide.
An unlocked secret door rests in the west wall.
Two large metal chains dangle from the ceiling, forming an
Iron Door: Locked; Open Lock (DC 28); Hardness 10, hp 60,
elaborate pulley system with the wall opposite the beach, which
Break DC 28made.
stands more than 100 feet away. Applying enough strength
Secret Door: Unlocked; Search (DC 30).
(Strength check, DC 20) to the chains pulls open the door, which
is actually part of the outer cliff wall (see Area E on the island
38. Secret Equipment Room map). The PCs must pull down on both chains at the same time
to open the door. Once it opens, the PCs can secure the chains in
In this 10-foot-long by 5-foot-wide room contains magical items the same pitons that anchor the skiffs.
that are parceled out to undead raiders who show exceptional
promise or who are embarking on a particularly hazardous mis- Planned Encounter:
sion. The stash includes (2) +1 large metal shields, (1) cursed +1
falchion (functions above ground only), (2) +1 falchions, and (3) Retaliation (EL 7)
suits of +2 studded leather armor. If the PCs have previously visited one other island, then assume
A trapped secret door rests in the north wall. that it is low tide in this room and there are eight zombies pre-
paring to leave in two rowboats. One of the zombies has shown
Secret Door: Unlocked; trapped (Lightning Bolt Trap); Search some combat prowess, and has been allowed to take a suit of +2
(DC 35). leather armor, a +1 large metal shield, and a cursed +1 falchion
Lightning Bolt Trap: CR 4; magic device; proximity trig- from the secret equipment room (Area 38). The zombies imme-
ger (alarm); automatic reset; spell effect (lightning bolt, diately attack.
5th-level wizard, 5d6 electricity, DC 14 Reflex save half
damage); Search DC 28; Disable Device DC 28 or say
41-47. Elite
“Xamisum” to temporarily dispel for six rounds.

39. Double-Secret Equip- EachUndead Barracks


of these individual rooms houses a different type of undead
ment Closet minion when they are not being trained or raiding the other
islands. The Spartan rooms contain a table in the center of the
Xamisum uses this space on the rare occasions that he has to room for eating on or passing the time playing undead games (and
accompany an expedition off the island, so all of the equipment the less said about that, the better) and simple cots along the walls
here is made for Large size creatures. The room contains a set of (unless otherwise noted). Torches in sconces provide light. Aside
+2 plate armor of acid resistance, a +3 bastard sword of wound- from an odd coin or three, there is little booty worth collecting in
ing, bracers of armor +2, a +1 amulet of health, and a +1 large these areas.

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Black Sails Over Freeport 89


- Act II, Part I: The Isle of Undeath -
41. Skeleton Quarters (EL 7) 47. Ghoul Quarters (EL 9)
Normally home to 26 skeletons, only 10 reside in the room at pres- The 21 ghouls in this room use their idle time wisely by sparring
ent. The rest are watching the proceedings in the arena. against each other. Crafty adventurers may well be able to leverage
the situation to their advantage:
Skeletons (10): hp 24.

42. Zombie Quarters You’ve entered into a major skirmish, as 10 ghouls


wearing blue armbands face off against 11 ghouls with
The zombies in this room are all at the arena. Instead of cots, the green bands. Each is armed with a sword and a shield,
zombies have the luxury of sleeping in open coffins. If the PCs and thus far it would appear that none of the creatures
search through the coffins, they note (Search check, DC 10) that has succumbed to his wounds. The telltale creak of the
one of them actually contains a pillow, inside of which hides a door hinge alerts the ghouls to your presence. They look
diary and a quill. There are no dates on the diary, and almost all at you unblinkingly, and perhaps even a bit expectantly.
of the entries are ruminations about brains. Some sample of the
zombie laureate’s work include:
The PCs can easily avoid melee by saying something along the lines
• What is the meaning of life? Is it the endless quest to better of: “Oops, wrong room.” They can then shut the door and leave.
ourselves, the constant struggle to achieve the perfection that But the ghouls could be fodder for whatever scheme your group
can only be realized once we remove the physical and mental can think up: they could instruct the monsters in the new seppuku
constraints that have been bred into these flawed forms? Is combat technique, demonstrate the proper way to decapitate a ghoul
it the acquisition of total consciousness? Or maybe it’s just (over and over again), tell them there’s a package they all need to
the epicurean ecstasy that comes from eating brains. Mmm, sign for, lead them in a round of “row your boat” until their heads
brains. explode from the musical complexities—whatever you want. Basi-
cally, the ghouls are dumb, and they’ll fall for anything. Hacking
• I was transfixed today as I saw a woman running across
them to bits works just as well, though.
the fields. Her dark tresses flowed behind her fleeing body
like wind moving across a barley field. Her muscles, taut If the PCs clear out the room through combat, they find a minor
from exertion, rippled beneath her skin like an ocean ring of energy resistance (cold) on a ghoul’s corpse, as well as the
crashing against the shore. Her screams of terror were purse for the interrupted fight (21 gp).
an enrapturing siren’s song. Then I killed her and ate her
brains. Ghouls (21): hp 19.

• A fool and his brains are soon dinner.


There’s nothing else of note in the room.
48. Smithy (EL 3)
Damaged arms and armor are brought here for repairs. The ghast
tasked with repairing the dings and patching the holes is known
43. Wight Quarters (EL 9) simply as “The Smith.” The Smith works his material over an
Twelve wights currently inhabit this room. Instead of cots, the open forge in the north wall, and then bangs it into shape on an
creatures sleep in makeshift graves. When the PCs enter, they are anvil that sits in the center of the space. There is no flue for The
asleep in them, and they do not come out unless disturbed. Smith’s forge, which explains the heat and smoke the PCs have
been enduring since they entered this dungeon level.
One grave contains a potion of cure moderate wounds and a potion
of fly (CL 8). The Smith, who is reshaping a cutlass as the PCs enter, looks up
from his work long enough to yell, “What do you want?”
Wights (12): hp 39.
Once again, you party can turn what would normally be a
straight-up combat situation to their advantage. If they pretend
44. Ghast Quarters (EL 9) to have been sent to The Smith to have their equipment repaired,
Thirteen ghasts are killing time in this room. he obliges, albeit grudgingly. Any items the Smith repairs remain
unusable for an hour, however, for they have to cool off.
Ghasts (13): hp 39.
If the PCs attack the Smith, he uses his metal-shaping hammer as
a weapon (warhammer). His leather apron affords him the same
45. Mummy Quarters (EL 9) protection as leather armor.
This room is kept dark, which makes the 10 mummies living here
The Smith: hp 39.
feel at home. Scattered around the floor are 2d8 gp, 2d12 sp, and
2d4 cp.
Mummies (10): hp 68. 49. Stairwell
46. Mohrg Quarters A set of stairs that bend around a corner and lead
down into darkness stands before you.
No mohrg are currently assigned for training, so this room is
empty and unused.
The stairs lead down to Dungeon Level Six.

90 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
Level Six: Reanimation
D
aen and his guards use this section exclusively to turn
corpses into more soldiers in the lich’s undead army, so 53. Buckets of Blood (EL 12)
the rooms and corridors here are only crudely carved out
The door to this room is unlocked, but the knob is trapped with a
of the surrounding earth, with the ceiling height rising to
slay living spell that is triggered when anything living touches it.
seven feet in most places.
Obviously, triggering the trap alerts Daen to the intruders’ presence,
Stone Doors (Unless otherwise noted): Unlocked; Hardness 8, whereby he immediately prepares his skin of blood spell (See New
hp 60, break DC 28. Spell: Skin of Blood on page 92). Each of the dots on the map
represents a barrel filled to various levels with the blood Daen needs
to raise and control the dead. In the northeastern corner of the room
Wandering Monsters is a small copse of “trees” that have been carved from the surround-
ing rock. Daen’s undead gorilla guards wait in these trees while
This level does not have any wandering monsters, as Daen and his
their master completes his work. They immediately pounce on any
guards pose enough challenge.
intruders, providing Daen with the time to complete his spell.

50. Spiked Pit Trap (EL 2) Slay Living Trap: CR 6; spell; spell trigger; no reset; spell effect
(slay living, 9th-level wizard; DC 17 Fortitude save or die; 3d6
This trap opens the first time a character weighing over 100 damage if save); Search DC 30; Disable Device 30.
pounds steps into the middle of it. Springing the trap also triggers After he casts the spell, Daen takes a moment to address the PCs:
an alarm in Room 53, and should Daen be in the room when this
happens, he immediately prepares his skin of blood spell (See
New Spell: Skin of Blood on page 92). More information on The withered pirate strides confidently toward the
these preparations can be found under Room 53. The trap can be fray. Blood, crackling with vile energy, covers him from
disabled by pressing a small button located on the floor on both its head to toe.
western and eastern sides (Search DC 20). His voice is a low rasp, laced with malice. “You are
powerful to have come this far. You will make a formi-
Spiked Pit Trap: CR 4; mechanical, location trigger; automatic dable addition to my legions. Answer me true, and your
reset; DC 20 Reflex save avoids; 60 ft. deep (6d6 fall); pit death will be quick and almost painless. Who sent you?”
spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5
each); Search DC 20; Disable Device DC 20.

51. Body Depository One


The smell of decay assaults your senses even before
the five-foot-high pile of bodies becomes visible. You
note the stack contains corpses of all sorts: gorillas,
goblins, humanoids, and some creatures with some
rather disturbing mutations.

Bodies that are dumped from C-chute One (Room 30) end up
here, where they are thrown onto the pile to await Daen’s atten-
tion. PCs who want to climb up the shaft need a boost up to the
ceiling, and also need to make two Climb checks (DC 15) before
reaching the top. Characters making the attempt need to doff their
backpacks and other protruding gear before proceeding.

52. Body Depository Two


Aside from its layout, this room is similar to the other body depository
in all respects (in fact, you may use the flavor text from Body Deposi-
tory One if the PCs enter this room first) except for one: a warren of
rats has made their home in this pile of corpses. The rats do not attack
unless the PCs disturb the pile. Aside from the rats, the warren also
contains a dozen gold coins and a trio of silver pieces. The zombie who
fell through C-chute Two (Room 35) is here if the PCs previously took
time to explore that area.
Rats (13): hp 1 (see Animals in the MM).

Black Sails Over Freeport 91


- Act II, Part I: The Isle of Undeath -
Should the PCs give a wise-ass answer or let their weapons do the
talking, Daen lets out a small sigh. “It matters not. You’ll die just
New Spell the same, and when you rise again, you shall call me Master.”

Skin of Blood Tactics


Necromancy [Evil]
• Daen first uses his time stop scroll, then uses his turnabout
Level: Clr 4, Sor/Wiz 4 scroll (see page 249) on the party’s spellcaster.
Components: V, S, M/DF
• In the 2nd round of time stop, he casts inflict serious
Casting Time: 1 standard action
wounds on one of the party’s fighters.
Range: Touch
Target: Creature Touched • If there is a 3rd round of time stop, he casts bestow curse.
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless) • If there is a 4th round of time stop, he casts summon mon-
Spell Resistance: Yes (harmless) ster II.

Before casting this spell, the target must completely • If there is a 5th round of time stop, he casts bull’s strength
douse himself in blood. The source of the blood is on one of his gorillas.
immaterial, but there must be enough of it to cover • Once time stop ends, Daen casts the blood blast function of
his entire body. Upon successful casting of the spell, the skin of blood spell at the party’s lead fighter.
the blood conforms to the target’s body as if it were
a second skin. The blood acts as an additional suit of • If turnabout did not work, Daen casts blood blast function
armor, conferring a +3 AC bonus to its wearer. This of the skin of blood spell at the party’s spellcaster.
bonus stacks with any other natural or magical armor the • Daen keeps one of the effects that skin of blood affords him
character may be currently using. in reserve so that he can retain the spell’s bonus to his armor
In addition, the spell also confers these spell-like class. If he has only used blood blast once (say, if the turn-
abilities: about spell was successful), he uses the blood blast effect
on the party’s paladin, monk, or rogue.
Blood Blast: A ball of blood shoots forth from the
enchanted character’s hand and explodes in a 10- • Daen’s undead gorillas have been trained to make certain
foot radius at a point in medium range the character that any enemy falling in combat stays down. Should any
designates. Those caught within the blast radius take character fall below zero hit points during the course of
2d10 +1d10/2 caster levels of damage. Those who make combat, the nearest gorilla strikes the downed character
a successful Reflex save take only half damage. with a double-fisted blow to the head on the next round.
Treat this as a coup de grace action.
Blood Boil: A stream of superheated blood shoots from
the character’s finger and sticks to a target in short range • Daen casts animate dead on any character who dies in
upon a successful ranged touch attack. The burning blood melee, and instructs the reanimated PC to fight his former
splatters the target, causing 1d4 damage per caster level. friends.
The blood will continue to scald the target for 1d4+1 Once Daen receives a mortal wound, he begins screaming. Then,
rounds or until the affected area is submerged in water. the follow events transpire:
The damage from these effects is based on the level of
the character who originally cast the skin of blood spell. The lich slowly rises off the floor, his arms flung out
If the character uses these abilities three times, the spell from his body as if he were being drawn and quar-
is immediately discharged. tered. His body begins to shake as a sphere of energy
Material Component: Enough blood to cover one’s envelopes it. His screaming becomes more feverish and
body. high-pitched, and it appears that he cannot possibly
open his mouth wide enough to excise all the pain and
suffering he is experiencing. Then a torrent of blood and
gore erupts from his mouth and shoots across the room.
If the PCs answer “Carthy,” Daen flies into a rage. “You dare The crackling sphere surrounding him brightens, and the
speak that name in my presence? I will flay the skin and sinew flow of fluid increases. It runs from his nostrils and ears,
from your writhing forms! I will inflict such pain upon you that and then his eyes burst from the pressure, and the gush-
you will beg to serve me in undeath. And then I will use the ing continues from his empty sockets. This is much more
sextant you fools have used to gain entry to my dominion to raise blood than one human should be capable of holding.
Yarash from his slumber, and you will come to think of my minis- Perhaps, at the end of his time on this plane, the lich is
trations as a lover’s embrace. Now die!” being called to task for the hundreds of souls that he had
If the PCs answer with a name of one of the other members of the slaughtered, for the thousands of gallons of blood he
Full-Fathom Five (or a general description), Daen chortles mirth- spilled for his own gain.
lessly. “So this is the best my former colleagues could muster. Then, it stops. The sphere contracts, folding the now
After I slay you, I shall send you back to your master as proof of shrunken corpse upon itself as it grows smaller. It grows
your failure.”

92 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
Here at last is Daen’s key to his control of the island’s multitude of
still smaller until it reaches half its size, a quarter, and undead. The bell not only raises the dead, but also places the reani-
then even smaller than that…until only a sparkling circle mated corpses under the control of the bell’s user. This bond is so
the size of a gold piece hangs suspended before you, strong that it makes affected undead more difficult to turn (which
spinning rapidly. Then, even this minuscule remnant has been noted in the monster stats for this section).
collapses inward, warping the space around it as it
Although the bell is not secured to the pedestal, handling it causes
disappears.
some unpleasant effects. For one thing, any Good character touch-
For a moment, all is silence. And then the world
ing it takes 1d10 points of electricity damage (no save). Secondly,
explodes.
touching it causes Daen’s control over his undead minions to cease,
which returns the creatures to their chaotic norms. Lastly, the
While not encompassing the entire world, the explosion has a absence of the magical aura infusing the dungeon’s very structure is
profound effect on both the dungeon and its inhabitants. Anyone going to bring the place down around the characters’ heads.
within a 30-foot radius of the point where Daen shuffled off the
The barrel is half-filled with blood, which is needed to make the Bell
immortal coil is enveloped by the blast, taking 3d10 points of
of Yarash work (see the item description for more details). Once a
damage (Reflex save DC 25 for half damage). Anyone on the
character touches the Bell, read the following passage:
Dungeon Level Six must make a Fortitude save (DC 15) or be
deafened for the next 2 hours.
No sooner do you place your fingers on the bell’s
The force of the blast blows the door to this room off its hinges,
surface than you all feel as if the air has been suddenly
kills any gorillas that may still be alive, and shakes the entire com-
sucked out of the room. There is no noise. In fact, there
plex. Fortunately for the PCs, it also pops open both secret doors
is no sound whatsoever. Then, seconds later, the feeling
to Room 54.
is gone, replaced by a rumbling that begins deep within
Daen’s death causes more unpleasant effects on the entire dungeon the ground. Then, this too passes.
(See Aftermath for more details).
Secret Doors: After the burst, anyone passing within 10 feet of The Bell does not appear affected by these events, but the death
them can make a Spot check (DC 10) to find them. knell for the dungeon has begun. Further details of its collapse are
covered in the Aftermath section.

54. Yarash’s Ship’s Bell 55. The Booty


The unlocked secret doors are the only entrances to this room and
are normally quite well hidden (Search check, DC 30), but, if the A well-hidden secret door leads to this room. Inside are several
PCs defeat Daen, his death pops them ajar. mounds of treasure, including 1,307 gp and 710 sp. There are (3)
potions of cure moderate wounds (CL 7), a potion of invisibility,
After a brief jaunt down the corridor, the adventurers see:
and a potion of haste. The room also contains a ring of protection
+2 and an amulet of natural armor +2.
A large, one-foot-high by one-half-foot-wide bell of
Also in the room is a locked box containing Daen’s phylactery.
solid gold sits on an octagonal pedestal in the middle of
Should the characters not destroy the papers located within, Daen
this room. A number of inscrutable etched runes cover
eventually reappears within 1d10 days and digs his way out of the
its surface, much like those you’ve seen on the sextant.
ruins of his dungeon, perhaps providing a future adventure for your
A small golden, rune-decorated hammer lies next to
group.
the bell, and a barrel sits one foot away from the bell’s
pedestal. There is nothing else of note in the room. Box: Locked; Open Lock (DC 35); Hardness 20, hp 40, break DC 40.
Secret Door: Unlocked; Search (DC 30).

Aftermath
O
nce Daen has been dealt with and the bell secured, the
time for the dungeon is grows short. The PCs may believe Running Scared (EL10)
that their travails are over, but once they return to the
At this point, the adventurers have 10 minutes (60 rounds) to get
stairwell (Area 49), read this section:
out of the dungeon before it utterly collapses. They should be able
to jump the chasm with ease (Jump check, DC 5), but from here
You are about to begin your ascent up the stairs and the tasks get significantly harder. See page 94 for a timetable of
away from this dungeon’s undead master when another the dungeon’s undoing.
bout of rumbling shakes the ground beneath your feet. A
Should the PCs reach their boat before the 10 minutes are up, or if
large crack opens up in the corridor behind you, and a
they decide to commandeer a skiff from Area 40, you can halt the
portion of the staircase crumbles into another rift that is
countdown and assume the characters escape the dungeon’s col-
beginning to widen as you watch.
lapse. Especially since they have another problem to face:

Black Sails Over Freeport 93


- Act II, Part I: The Isle of Undeath -
The Undoing of Daen’s Dungeon
Round 1 Earthquake begins.
Round 5 A piece of ceiling drops on PCs; Reflex save (DC 10) allows them to dodge it. Otherwise, they take 2d6 points
of damage.
Round 10 10% chance of running into Wandering Monsters. Treat all Wandering Monster encounters as if the dungeon
is at Danger! Danger! alert status. If the monsters are different types of undead, they are already fighting
amongst themselves.
Round 12 A major tremor shakes the complex, causing those who fail a Reflex save (DC 15) to fall down.
Round 20 20% chance of running into Wandering Monsters.
Round 24 A supporting wall next to the party gives way. Reflex save (DC 15) gets them out of harm’s way. Failure results
in 1d10 points of crushing damage, although the characters are not pinned.
Round 28 The ceiling above the supporting wall collapses. Characters still in the area must make a Reflex save (DC 20) or
take 2d10 points of crushing damage. A Strength check (DC 15) is required to get out from under the debris.
Round 30 30% chance of encountering Wandering Monsters.
Round 34 Outer wall of Room 34 gives way, allowing the ocean to pour in.
Round 35 The doors to Room 34 burst open, and water spills into the northeast corner of Dungeon Level Four and begins
to flood Dungeon Level Six.
Round 37 PCs in the corridor leading to Trapdoor H are swept off their feet and forced through the exit, taking 2d6 points
of damage as a result (Reflex save (DC 15) for half).
Round 38 The water on Dungeon Level Four reaches the staircase to Dungeon Level Five, which also begins to flood.
Round 39 PCs in the corridor to Trapdoor D are swept off their feet and deposited outside the exit, taking 2d6 points of
damage in the process (Reflex save (DC 15) for half).
Round 40 40% chance of encountering Wandering Monsters.
Round 41 The water completely floods the western half of Dungeon Level Four, and the water reaches the other staircase
to Dungeon Level Five.
Round 43 The walls in western half of Dungeon Level Four collapse, resulting in a cave-in of the ceiling.
Round 45 Water reaches Area 49 on Dungeon Level Five.
Round 47 Dungeon Level Six completely floods, causing any breathing creature still on that level to drown.
Round 49 The ceiling in Dungeon Level Six completely collapses, and the area between the staircases on Dungeon Level
Five gives way.
Round 50 50% chance of Wandering Monster encounter.
Round 51 Water reaches northeastern staircase of Dungeon Level Four.
Round 52 Dungeon Level Five floods completely, flushing anyone still on that level into Area 40.
Round 53 Dungeon Level Four begins to collapse.
Round 54 The collapsing of Dungeon Level Four causes the upper levels to become unstable.
Round 55 Dungeon Levels One and Two shake violently.
Round 56 The shaking grows more violent; a 5-foot wide chasm opens in the middle of Dungeon Level One, completely
bisecting it.
Round 57 Dungeon Level Four is completely destroyed, and a gigantic hole opens beneath it.
Round 58 Dungeon Level One falls inward upon itself. Anyone inside the level may attempt to tumble to safety (Tumble
check, DC 20).
Round 59 Dungeon Levels One to Three collapse in on themselves.
Round 60 The eastern tip of the island begins to slide into the sea. Simultaneously, a tremendous hole opens in the
grasslands area of the island, which will eventually reaches a depth of 50 feet. Characters in these areas must
make a Reflex save (DC 15) each round to avoid being caught in the remnants of the collapse. Those who fail
their saves take 1d10 damage every round until they are rescued or they climb (Climb check, DC 20) out.

As you are setting your oars for the row back to your (DC 10) on the part of the zombie will keep them from boarding.
ship, a pale, shriveled hand reaches over the stern of For each swing the PCs make, and for each hit a zombie scores,
your boat. Another hand follows it, and then an undead the adventurers need to make a Balance check (DC 15) or into the
head, all of which are dripping seaweed. You are about drink they go. Once in the water, a zombie will initiate a grapple
to deal with the threat when you hear something climb- and attempt to drag them down. Characters who fail two successive
ing into the boat behind you. grapple checks have begun to drown. Since the PCs have not yet
rowed very far, they will not need to make Swim checks in order to
do battle (unless, of course, they are under 4 feet tall).
This is Daen’s parting shot. A total of four zombies have been wait-
ing in the sea near the boats to drag the PCs to their watery deaths But this is just a delaying tactic to allow the main zombie force, all
(if the PCs are in more than one boat, then the zombies have three to 20 of them, to attack the party’s boat. The first sign that something
deal with each group). A successful hit and a failed Strength check is amiss will occur when the PCs get back to the boat and no one

94 Black Sails Over Freeport


- Act II, Part I: The Isle of Undeath -
The Ship’s Bell of Yarash
This pure gold bell appears anything but normal, as intricate runes exalting the foul Yarash cover it, the stand that allows it to swing,
and the hammer used to make it peal. Yet, striking the bell with the hammer only results in a clear, low tone that carries quite a distance.
What effect the bell has depends on the ringer’s alignment and his or her success on a Willpower roll (as outlined at the
beginning of Act II). For evil characters, a Straightforward roll allows them to animate dead, per the spell, as a 16th-level
sorcerer, with the following differences:
● The bell animates all corpses within a 30-foot radius.
● The amount of undead you can control is doubled to 16. Any excess within the 30-foot radius are uncontrolled.
● All undead created by the bell have the +1 Turn Resistance special quality.
On a Complex roll, an evil character may cast create undead or create greater undead as a 16th-level sorcerer. As long as the
bell is rung once per day (see below) and the created undead are within the 30-foot radius described above, the undead created
with this spell will be under the caster’s control.
The evil character may also make a Complex roll to control undead in a 1,000 foot per character level radius, as per the spell.
As long as the bell is rung once per day (see below), and each of the already-controlled undead are still within the radius
described above, there is no limit to the number of undead that can be controlled and no duration to the spell’s effect. The bell’s
effect lasts for 24 hours, at which time the bell must be struck again to reestablish dominion over the creatures. If the bell is not
struck after the 24-hour period, or if someone other than the original user touches the device within that time period, the effect
ends. Raised corpses remain animated but uncontrolled. The undead do not respond to commands, and act as normal until
someone else tolls the bell.
If a good character attempts a Straightforward use of the bell, he or she takes 1d6 points of damage. Good characters may,
however, attempt to use the artifact to Turn or destroy undead. For characters that cannot ordinarily perform turning, a
Straightforward roll allows them to Turn Undead as a cleric of their own level. Also, any negative result on the turning-check
roll is raised to at least a Cleric Level 5 result on the Turning Undead chart (See PHB). For characters that can ordinarily
perform turning, a Straightforward roll allows them to perform one turning six levels higher than their current level, and a
negative result on the turning-check roll is raised to at least Cleric Level 5 on the Turning Undead chart. (Evil characters
may attempt to rebuke undead, with the same modifiers.) If a good character attempts a Complex use of the bell, he or she
permanently loses 2d6 hit points. Good characters who cannot Turn Undead may use a Complex roll to attempt one turn
as a cleric five levels higher than their own, and any negative result on the turning-check roll is raised to at least their own
character level on the Turning Undead chart. Good or neutral characters who can Turn may use a Complex roll to perform one
turning ten levels higher than their current level, with any negative results on the turning-check roll raised to at least their own
character level on the Turning Undead chart. (Evil characters may attempt to rebuke undead, with the same modifiers.)
Neutral characters who use the bell must make a Will save (DC 25) after attempting to use the bell to control undead, or their
alignment drifts inexorably toward evil over the course of the next seven days. Neutral characters attempting to create undead
with the bell must make a Will save (DC 30) or suffer the same fate. The character must make a full atonement to a high priest
of his or her god to return to neutrality.

responds to their hails. They will then hear the distinct sounds of
battle coming from above them, and they’ll also spy a lone zombie remnants will continue to billow forth for some time to
climbing a rope up the ship’s side, a sword in his mouth. come, which cannot be said of its master, who had, until
recently, held its undead minions beneath his sway.
By the time the players gain the deck, the fighting has gotten The bell is yours, but your quest is not yet over. For
fierce. There are already 2 dead crewmen, and 1 fallen zombie. there are still other islands to visit…
The crew will continue to lose 2 of their number every 4 rounds,
while killing 1 zombie, until the zombies have half their original
number. Then it will simply become a mop-up operation. Isle of Undeath: Pluses and Minuses
Once your party has defeated the last of Daen’s minions, they look Another Brick in the Wall, Pt. 4: +100 xp to each PC if they avoid
back to see: the zone of life detection spell.
Be Vewwy, Vewwy Quiet: +300 xp to each PC if they go through
The island you saw when you arrived has under- the entire complex without raising the alert level to Danger!
gone a radical transformation. The eastern peninsula Danger!
has fallen into the sea. Smoke rises from the center of Snow White Ain’t Got Nothing on Me: +25 xp to each PC if they
the island, the last remnants of the complex that until take the Mirror from Daen’s master suite.
recently had lie beneath it. It looks as though those Eggs, Milk—What am I Forgetting?: -1,000 xp to each PC if they
fail to recover the Bell of Yarash.

Black Sails Over Freeport 95


- Act II, Part II: The Boneshaper’s Throne -

96 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
The Boneshaper’s Throne
O Planned Encounters
n this island, marked by a pistol on the treasure map, the PCs
find themselves in the clutches of Zoltan Zaska, a one-time
swashbuckler and ladies’ man. Death and the trip through If you use the planned encounters provided in the introduction to
Hell’s Triangle have not been kind to Zaska. When the PCs Act II, you can find the relevant information in these sections of
find him, he has been reduced to a cowering, self-loathing ghoul, this island:
living vicariously through a host of creatures and constructs that do
his bidding. But the artifact he holds is strong enough to sustain this • The Attack! encounter is detailed in the Be It Ever so Evil
twilight life—and help him carry out a plan for escaping it. section on page 100.

GM’s Note: This island is extremely light on magic items and • Although Zaska does not let slights go un-avenged, he does
treasure. There are abundant healing potions and potions of fly and not engage in Retaliation while the PCs are on the island.
cursed weapons on the Skull but no real booty to speak of. If you • The PCs discover The Enemy Within in The Infernal
feel your PCs deserve a better carrot at this point, toss in more Machines section on page 112.
items as you see fit.

Section One: All Against All


Z
oltan’s island is roughly skull-shaped, with rocky beaches drums: a dull thumping that quickly fills the whole forest and
lining the shore and dense jungles ringing the interior. A seems to be coming from every direction. Those who make their
natural harbor rests on the west side of the island. From checks with a total of 20 or higher can distinguish two sets of
the water, the PCs can see a large butte jutting up in the drums working, just slightly out of sync of each other.
middle of the island; a white wall encircles the top of the island.
Presumably, the PCs investigate the drums (or take action to avoid
If the PCs are leery of dropping anchor in the mouth of a skull, them). Whatever they do, as they get started, have them roll a Spot
they can try settling in anywhere else on the island’s perimeter, check (DC 15). If they succeed, off in the distance—in a position
but it takes a Profession (sailor) check (DC 30) to navigate the not connected in one way or another with the drums—they spot
shallows. If they fail the check, the boat runs aground, and the PCs a giant figure standing in the leaves, almost hidden in the foliage.
must wait for high tide (the following day) to leave the shallows They can also make an Intelligence check (DC 20) to notice that
(another Profession (sailor) check, DC 30). they’re being observed.
Wherever the PCs drop anchor, let them have a look at the
surrounding water. On a Spot (DC 20), they notice the rotting The dark gray figure stands perhaps 10 feet high and
infrastructure of another boat on its side next to their own. There’s five feet across. It has a pair of fiery red eyes, each the
nothing remarkable or valuable on the boat; it’s just an ill omen… size of a small shield. As you look closer, you realize the
figure’s mouth is set where its legs ought to begin—the
The island’s beaches are uninviting, being composed almost
whole thing, in fact, is a giant head.
entirely of sharp, shale-like rock. If the PCs do some digging
among the stones (Search check, DC 20) they uncover some scraps
of wood and tatters of canvas—further signs of shipwrecks. A closer search (Search, DC 12) discloses that the figure is, in fact,
a statue of finely carved rock—a Headstone (See the Headstones
The beaches extend for about 50 feet before the jungle rears
sidebar on page 105 and Headstones in the Dramatis Personae on
up—in which daylight turns to darkness, for thick canopy of
page 224) that watches over the island. This one—unlike its cousins,
intertwined branches high above block the sunlight from reaching
which guard Zoltan’s fortress—doesn’t have offensive capabilities.
the forest floor. The PCs hear suspicious sounds all around them
But buried deep in eye sockets is a smooth, rounded stone crafted
(have them roll fake Listen checks): something crunching through
by Zoltan to capture images and sounds from the surrounding area
the leafy underbrush, branches groaning and cracking overhead,
and transmit them back to him over golden wiring buried deep
strange chittering sounds in every direction, and so on.
underground. In practical terms, these mechanized relays mimic the
While the PCs stumble around the island, they note some random true seeing and sending spells. If the PCs move out of the statue’s
animals, such as giant lizards and badgers (or maybe a crocodile field of vision, the sentry rotates on its base to track them.
or two). Climbing trees requires two Climb checks (DC 17);
Lizard, Monitor: hp 32
hacking through the canopy to get a bird’s-eye view of the forest
Badger: hp 6
takes two successful Strength checks (DC 15). Meanwhile, in each
Constrictor Snake, Giant: hp 91.
tree, a giant constrictor snake wends its way through the branches.
Headstone: hp 85.
If the PCs dispatch any animals, give them a Spot check (DC 17) to
notice something unusual in the gore: a finely crafted metal arm. It is the
remnants of one of Zoltan’s henchmen creations, the Skull-Duggers. Two Tribes Go to War
After the PCs have been walking and hacking for a while, have How you introduce the islands’ warring savages depends on what
them make Listen checks (DC 15). Those who succeed hear the PCs do. If they follow the drums’ source, they stumble across

Black Sails Over Freeport 97


- Act II, Part II: The Boneshaper’s Throne -
Zoltan Zaska
In life, Zoltan Zaska was a dashing, roguish ladies’ man, and some even called him “Harrimast Beneath the Heavens.” In
some ways, he was the embodiment of the venerable pirate god: he could be cold as a cutlass in battle and in thievery, but
he loved adventure, the thrill of the chase, and the clink and glitter of gold. In short, he was a romantic. It didn’t hurt that
he was strikingly handsome and a clotheshorse. He went into battle dressed immaculately, and always with a gleaming
grin, even as he drove his blade through an opponent. And after a fight, he showed his female captives considerably warmer
attention than his male ones.
For all his picaresque loves, his heart belonged to Black Jenny Ramsey, a beautiful and charming pirate lass. Not only
was Jenny exceptionally toothsome and just as fiery as Zoltan himself, but she also fed his rapacious ego. Only Jenny,
he thought, understood his exceptionality as a buccaneer. In fact, how could he love a woman who didn’t understand the
attention-starved corsair at his core? She had a flaw, though: she flirted. She couldn’t keep from making eyes at Ezekiel
Carthy, a stuffed shirt and all-around boorish fellow who should’ve been balancing ledgers in a back office, not striding ship
decks.
When newly founded Freeport raised a navy, Zoltan joined it on a lark, thinking it an opportunity to wear a finely tailored
uniform and a chance to tweak grim old Carthy. But soon enough, Zoltan’s jolly plans went to hell—literally. When Drac
betrayed Freeport’s fleet, the naval captains faced a watery grave.
Clinging to the ruined foredeck of his sinking ship, Zoltan’s mind reeled. How could such a marvelous specimen like
himself die so…unspectacularly? Not to mention so soon? With his dying breath, he called out to anyone who would help.
Yarash answered.
Zoltan, along with Black Jenny, Carthy, Moab Cys’varion, and Daen Danud, were returned to this world and promised
eternal life as undead if they joined Yarash in creating a pirate band that would turn the oceans red with blood. Terrified of
obliteration, Zoltan agreed, as did the others for their own reasons. The Full-Fathom Five was born.
But undeath proved too terrible a fate for Zoltan to bear. His vanity recoiled at his newfound ugliness, and the stink of the
grave that clung to him. Slaughter for slaughter’s sake had never appealed to him, but he came to embrace it wholeheartedly
as a way to release the powerful hatred he felt for his wretched, demonic self. And what a fearsome figure he made…
howling from the decks in tattered finery, an unholy blaze behind his sunken eyes…
When Carthy turned traitor and gave the forces of Freeport the sextant, he cursed him and swore revenge. Now, in exile
behind the impenetrable Hell’s Triangle, Zoltan sits and broods—and deteriorates—over his former life. Death initially took
a hard toll on him, and the passage through the Hell’s Triangle’s maelstrom has left him a battered husk at best.
But, in his weakness, he’s become more dangerous than ever.
Zoltan, ever vain, is consumed by a single desire: finding a body he can steal, a fit vessel for his warped old soul. To do that,
he has used the magic powers of his artifact—an elaborate, gilded pistol—to turn his island into a testing area. The pistol
gives him control over the products of men’s hands—tools, weapons and other creations—a power Yarash once used to
warp enemy ships and melt their weapons from a distance. Now it serves Zoltan in maintaining a totalitarian technocracy,
with himself at the head. Literally.
Zoltan has constructed an elaborate flying fortress, in the shape of a skull, manned and guarded by a range of elaborate
construct creatures. From this seat of power he lords over the wretched inhabitants of the island, mostly sailors who
wrecked here after coming through Hell’s Triangle. As if the Triangle weren’t bad enough, these unlucky mariners have
become pawns in Zoltan’s relentless search for a host body.
First, Zoltan plucked the women of childbearing age from the marooned crews and secreted them in his fortress. Then he
pitted the crewmen against each other in a state of constant total war, encouraging them to fight with exhortations from
his flying fortress, and dispatching weapons and healing potions from same. Meanwhile, inside the fortress, his forced
concubines produce potential heir after heir. (The pistol artifact keeps him fecund in undeath through a complex arcane
process; in modern terms, he uses the weapon’s powers to sift the genetic code out of his own flesh and produce a viral
strand of it that he then introduces into his unwilling wives.) The children are drilled in the arts Zoltan has learned over his
long life, and then are released into the wild to fend for themselves among the savage tribes. Whoever can survive these
battles, piece together the secret of the island, and come gunning for Zaska might—just might—be worthy of possession.
Miserable as he is, Zoltan can still summon up the fire of his former self. He flirts with female adventurers and cuts a
gypsy-ish figure. (In combat, he also plays the roguish pirate, swinging from chandeliers and pulling down draperies on his
opponents, not to mention taunting them with boasts and witty insults.)
Zoltan appears as a rotting man (ghoul) in dashing pirate garb.

98 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
Zoltan’s View of the Other Pirates
Any mention of Captain Carthy drives Zoltan into a witless rage for several moments, after which he emerges with a smirk
and a laugh. Zoltan considers Carthy a vile turncoat—not to mention an officious boor—who forced Zoltan into this moldering
body through his treason. The “official history” that Zoltan drums into his subjects includes lengthy tirades against the former
Full-Fathom Fiver who followed his conscience.
Zoltan is considerably warmer toward Black Jenny Ramsey. He still loves her, and he hungers to see her, but fear and self-
hatred prevent him from attempting it. How could she love him when he looks like he does—when he’s become a monster?
(A good part of Zoltan’s fury toward Carthy is actually anger over Black Jenny. Zoltan always suspected Jenny, deep down,
actually loved the old stuffed shirt, and Zoltan can’t abide the thought.)
Daen Danud doesn’t figure in Zoltan’s plans much at all. In life, Zoltan found him repulsive, a degenerate sadist and, at best,
an ally of convenience. As a member of the Full-Fathom Five, Zoltan grudgingly modeled himself on Danud, as the former fop
struggled to find his own path into true evil. Now Zoltan lives in weary anxiety over Danud. He knows if the vicious demon
ever found his way to Zoltan’s island, he could wreak serious havoc, but frankly Zoltan has bigger problems to worry about:
himself and his state of undeath.
As for Moab Cys’varion, Zoltan admired the suavity and cunning of the dark elf when he saw him battle in Freeport’s
underworld arenas, and even became his friend, after a fashion, when they tortured prisoners together in Yarash’s fleet. Now he
confuses Zoltan more than anything else. Even when they chummed around, Zoltan never quite knew what the cagey elf was
up to—or what drove him. He’s even less certain now.

the battle itself. If they avoid them, they probably end up in the paranoid visions filled their dreams and the thoughts of vengeance
middle of one (or both) of the two villages. and terror filled their heads when awake. The potions and weapons
were cursed: the former weakened the crews’ will, making
Here, then, is a basic description of the tribes and their home
them more susceptible to suggestions, and the latter made them
bases, which you can tailor to suit the PCs’ actions.
belligerent.

Crawling from the Wreckage Now, little distinguishes these tribes from one another. Both are
feral, covered in decades’ worth of scars and tattoos, and often
The island’s two savage tribes were born of the shipwrecked crews they have bits of bone shoved through their nostrils and ears, or
of two vessels: the Eomer Fitzgerald and the Johnny Basilisk, they sometimes wear an enemy’s ears and or head on their belts.
a sloop. Decades ago, a storm drew both ships through Hell’s Their leaders are simply the biggest, toughest savages in the band,
Triangle, and they were presumed lost (A Profession (sailor) check and they keep an eye out for potential usurpers.
(DC 30) or a successful bardic knowledge check (DC 25) reveals
this fact.) However, the crews were doomed to suffer a crueler There’s something curious about some of the tribesmen, however:
fate… they look alike. Or, rather, they all look like their father—Zoltan
Zaska. Zoltan pressed the kidnapped women into service as
After setting up crude villages on either side of the island (mostly mothers, releasing them from the Skull only when they had passed
from the wreckage of their ships), the crews explored their new childbearing years. The children these women spawned have
home. Little did they realize they were being watched. Zoltan an even stranger fate in store. Zoltan trains the girls to be a new
used his Headstones to ferret out secrets about the two crews, and generation of mothers, and his henchmen train and educate the
he then used the information to pit them against each other. For boys to be to be mirror images of the undead captain. Basically,
example, planting evidence that the villages were stealing from the boys learn to be perfect gentlemen and perfect rogues. And
each other’s food stores. when they are old enough, Zoltan sends the boys into the wild to
fend for themselves.
Soon enough, the crews went to war. They fought savagely
through the jungles, with Zoltan watching their every move Zoltan hopes one of his sons will prove strong and wily enough
through his Headstones. As they crawled back to their respective to break into the skull fortress and battle his way to Zoltan’s
villages, broken and bloody, the lord of the island announced bedchamber. Whereupon Zoltan will know he has finally found a
himself. His flying fortress rose from its hilltop base, appeared to worthy heir—someone worthy of depositing his spirit in, that is.
the retreating armies, and showered them with gifts from its maw:
healing potions pumped from a high-pressure hose and magic So far, none of Zoltan’s sons have made it all the way, but some
swords dropped from a chute. have come close. Mostly, once the boys reach the jungle, they
forget their fancy training and become a member of a tribe. But
The crews realized this floating skull was probably bad news— they can’t forget the strength Zaska wound into their sinews, or
especially when the women of the village began to disappear, the cunning he wove into their heads; the Sons of Zoltan always
returning years later, looking dazed and spent. But it was hard to physically and mentally stand above the shipwrecked crewmen.
see the Skull as completely malevolent when its healing potions And even the least ambitious of them always has one eye on the
and magic swords worked. So the crews availed themselves of plateau at the center of the island—a home that haunts the boys’
the head’s gifts…and started to find it less and less strange that nightmares.

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- Act II, Part II: The Boneshaper’s Throne -
Whenever you think it’s appropriate, give the players a Spot check
(DC 20) to notice that: permission to continue. Suddenly, a voice booms from
between the gleaming teeth:
• Many, many members of the crews look very much alike. Battle is truth! The sword is good! Blood for the
• There are no girls or young women in the villages—only Skull! The Skull gives life!
older ones.
• There are no boys younger than 20. The PCs may try to figure out how the Skull flies. On the underside
of the castle, and at several points on its face, are a series of tiny
nozzles (Spot check, DC 30, if the Skull is far overhead; DC 20
Fields of Fire (EL 11) if it’s closer or on the ground). As the Skull flies and changes
direction, puffs of smoke jet out of the nozzles and propel the Skull
When the PCs begin exploring the island, the two crews start
along. The nozzles are firing atomized potions of fly, which keeps
another of their daily campaigns, converging, as ever, in the stretch
the Skull airborne and allows it to change direction. These act as if
of forest immediately between their two villages.
the nozzles were firing propellant; in other words, if the nozzles fire
Just before the fighting begins, Zoltan’s fortress takes to the air on the right side, the Skull moves to the left.
with an immense groaning sound, and it hovers just above the
Boorman: hp 59.
tree line of the battle, booming messages of encouragement from
Konnery: hp 52.
its foul maw. The following description also holds if the Skull
Typical Crewmen (40): hp 34.
appears while the PCs are in the village.
Typical Son of Zoltan: hp 38.

All of a sudden, a shadow passes over you with a


whoosh of air that nearly knocks you flat. You look up,
Life During Wartime
and you find yourself staring at a skull—a gleaming, If the PCs come across the battle itself, the first tribe they find
polished skull at least twice as big as a man-o’-war. attacks them. (The crews come to battle with 20 men each, with
The eyes strike you first: giant rubies, illuminated from their respective captains at the head.) When the other side hears
behind and glowing with a hellish red light. Below them, the fighting, they plow into the enemy’s lines and attempt to aid
a jaw clanks and grinds, exposing for moments at a time the PCs—they assume the Skull sent them down as divine aid for
a maw large enough to swallow a dozen men. their cause. (After all, the Skull always sends out young men to
All activity around you stops for a moment, as all one village or the other.) The villagers may be taken aback by any
eyes turn toward the grotesque edifice, as if waiting for women of childbearing age within the party, for they haven’t seen
any in quite sometime. They may see this as a sign that Zoltan
favors them, for they have never received such a gift. (The PCs
then have to convince them that the women aren’t for them.)
The PCs, in this battle scenario, can try to slip out of the fight,
battle the crew(s), or attempt to startle them with some show of
force, valor, or magic. They might try taking on one or both of the
captains, for instance, or shooting off fireball spells and claiming
they’re a divine power. In that case, have the relevant PC(s) make
Bluff or Intimidate checks, whichever is appropriate.
The crews fight each other until they’re all reduced to fewer than
10 HP each, at which point they crawl back to their villages—and
the flying head follows them. It goes first to the village that put on
a better show during the battle, showering it with healing potions
and new swords, as well as words of encouragement. (The Skull
is pleased with your blood offering! Nourish the Skull, and it will
reward you!) Then it goes to the losing side, dispensing the same
stuff, but with stern warnings (You have angered the Skull! Fail
again, and it will leave you to rot in the jungles!).
The Skull (Zoltan) of course, quickly learns of the PCs’ presence,
and watches their movements closely. The PCs can, of course, try
to sneak onto the Skull at this point. Zoltan certainly won’t try to
stop them, but he makes it as tricky as possible. Anyone hiding out
in the mouth while the Skull takes flight, for example, finds himself
drenched with cursed potions and pelted by a rain of cursed swords.
And the jaw snaps shut before the PC can cry for help…

Be It Ever So Evil (EL 11)


The two villages appear virtually identical: a ring of ramshackle
huts made of salvaged wood, with a slightly sturdier and larger

100 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -

model for the chief. Both villages have a quasi-ceremonial ing.) In any case, it will be tough to break through the visi-
cooking circle in the center, where the Skull delivers the carrot and tors’ lifelong enthrallment to Zoltan Zaska. Charm spells,
stick after battles. Headstones sit on the four compass points of the or some other show of magic or force, are almost a must.
cooking circle; they allow Zoltan to spy on the villagers but do not Trying to sway the villagers without them requires a Bluff
have offensive capabilities. or Intimidate check, with the villagers getting a +7 enhance-
ment bonus to their rolls. The chief is particularly suspi-
Both villages also have a hut in the corner where they keep the
cious, and resentful, of the new arrivals. His first instinct
local unspeakable horror, a captured monster that serves as a kind
is to throw them to the village monster. If the PCs talk him
of judicial champion for the village. In the Eomer Fitzgerald
down, or undermine him in front of his villagers, he plots to
village, an owlbear serves this purpose; in the Johnny Basilisk
kill them in the night—either sending men after them or set-
village, it’s a giant crocodile. Nobody’s beaten them yet…
ting the monster loose while they sleep. (The PCs might try
There’s nothing of value in the huts themselves, just some moldy to counter this by finding and helping some up-and-comer
leaves by way of bedding and some crude bowls and utensils. The who has eyes for the throne.)
chief’s hut is guarded if he is in the village, but there’s really not
● If the PCs took part in the battle, and they fought on the
much to look after except the man himself. Each chief may have
winning side, the winning villagers welcome them into
some salvaged trinkets: broken spyglasses, waterlogged maps, and
their village as conquering heroes. Still, as above, the chief
so forth—but none of them are useful or valuable.
is more than a little resentful and suspicious of these new
Obviously, encounters in the village can shake out any number heroes—and, again, he plots to kill them in the middle
of ways. Here are a few of the most likely scenarios and their of the night, as he doesn’t want any competition. That
probable outcomes. aside, being on the winning side of the battle makes a lot
of things easier for the PCs. They have a much smoother
● If the PCs sneak around the villages during the battle, they time persuading the villagers that the Skull sent them—or,
won’t meet any resistance (except from the local beastie), conversely, that the flying god is a fake.
and they don’t find anything valuable. They discover some
residue of healing potions in the feeding pit and some bones ● If the PCs took part in the battle and found themselves on
outside the village champion’s pit, but that’s about it. the losing side, they either end up licking their wounds in
the losers’ village—where they are still a target of the dis-
● If the PCs sit out the battle and enter the village after it’s gruntled chief, as he blames them for his loss—or they get
over—or if they enter during the battle and the villag- dragged back to the winning village as monster food.
ers return while they’re searching—they could try to pass
themselves off as visitors from the Skull or as rescuers from ● No matter what happens, if the PCs are in the village when
the real world. (In the latter case, as above, they’d better be the Skull dispenses its goodies, the villagers look at them
prepared to cast remove curse and do some heavy parlay- strangely if they do not grab their share of the dropped

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- Act II, Part II: The Boneshaper’s Throne -
Magic Items From the Skull
Zoltan uses the power of the artifact to assist in generating these items, thus the higher-than-normal saving throws.

Cursed Potions of Cure Light Wounds


The potions do cure light wounds (CL 5), but they also deludes the drinker (as per the charm person spell, CL 10) into
believing the Skull speaks the truth. The subject gets a Will save (DC 16) but suffers a –4 circumstance penalty if he or she has
consumed the potions consistently for more than a week. While under the influence of the magic, they suffer a –4 circumstance
penalty to any mind-affecting spell cast by Zoltan Zaska, such as suggestion. The potion’s effects can be reversed for PCs with
a remove curse spell; inhabitants of the island, who have been drinking the potion for some time, require some serious proof of
the head’s evil intentions, in addition to any magical cure. Price: 50 gp.

+ 1 Longswords of Blood
These +1 longswords must be coated in blood every day, or its bonus fades away (until the longsword is coated again). The
character using this longsword must make a DC 16 Will save every day it is within his possession or become chaotic evil.
GM’s Note: the villagers long ago failed these saving throws, and they are chaotic evil.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, creator must be at least 9th level and chaotic evil; Price 1,000 gp.

goodies. So they’d better have a good explanation for why If the PCs break down the villagers’ resistance, they can learn the
they’re passing it up! following:
Presumably, the PCs want information from the villagers about ● The crews have been here for many, many years, and the
the flying fortress and the artifact it presumably contains. Unless Skull has protected them for all that time.
the PCs perform some grandiose act of heroism, daring, or
● Zoltan Zaska is the lord of the Skull.
magic—such as wiping out the opposing village in battle, bringing
someone back from the dead, or defeating the village monster— ● Some of the crewmen are Sons of Zoltan. They were born
the locals refuse to talk about the Skull, except to say that it is a and raised on the Skull. They are special. (Just ask a Son of
god, the bringer of life. The chief protects the taboo with particular Zoltan.)
vigor.
● All island’s women are Brides of Zoltan. (In some cases,
daughters, too. But let’s not dwell on that.) They are kept in
the Skull until they can no longer bear children.
● Any former Bride of Zoltan recalls little about her time on
the Skull—just hazy, painful memories of white rooms and
a bedchamber filled with a rotting stink. If asked about her
children, she gets misty and distant.
● The Skull settles on a plateau in the middle of the island.
Terrible demons protect it.
● Artifact? What artifact?
● Full Fathom Who?
● At some point, one older lady asks if the PCs bring any
word of the Twins. If the PCs have been to Black Jenny’s
island, they most likely know what she’s talking about.
If not, the lady fills them in: A squad of gorillas stole a
pair of boy infants; they sailed off with them to one of
the other islands. The PCs can use this for leverage: The
Twins, MacDoall and Haston, are something of a legend
in the villages, and the tribes would do anything to recover
them.
Boorman: 59 hp.
Giant Crocodile: 133 hp.
Konnery: 52 hp.
Owlbear: 112 hp
Sons of Zoltan (15): 38 hp.
Typical Crewmen (10): 34 hp.

102 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
Get to Know Your Tribe Leaders
Boorman (leader of the Eomer Fitzgerald’s crew)
Boorman, a Son of Zoltan, is more of a brute-force man than his counterpart across the island. He rules his clan with fear, not
charisma. He is truculent and clumsy with newcomers and ham-handed in his attempts at subterfuge. But he’s tough—just
enough to stay alive and in power.

Konnery (leader of the Johnny Basilisk’s crew)


Another Son of Zoltan, Konnery is just as ruthless and bloodthirsty as his counterpart, but he knows when to lay on the charm and
subtlety. He likes to slaughter newcomers, too, but he likely lulls them into a false sense of security before cutting into them.

Alderton may be a prime specimen, but he can’t really tell the PCs
Planned Encounter: Attack! much about the fortress’ layout or even the surrounding wall. (For
As forces from the other islands would most likely not want to stats, treat him as a Typical Son of Zoltan.)
face both sets of villagers during their daily conflict (see Life
During Wartime on page 100), they wait for the combatants to
head back to their separate encampments before attacking. They
Bringing in the Dead (EL 11)
try to find an opportune moment (night), and then come at the Have the PCs stumble across some bodies left over from the
villagers from all sides at once. Forces, of course, vary according battle (or, if the PCs stick around a village, have some wounded
to which island they originate from: combatants give up the ghost during the night). Then, at an
opportune moment, have a team of Skull-Dugger Haulers arrive
• Isle of Undeath (EL 6): Zombies (8), hp 22; they try to to collect the corpses. Alter the text below as needed.
gang up on one villager, and they drag him back to be
turned into an undead.
From deep in the underbrush you hear a cracking
• Crystal Lake Island (EL 12): Mutant Soldiers (10), hp 21; and tearing of branches—then a heavy metallic
Lt. Jhondal, hp 81. As this is a test of the mutant fighters’ clanking, as if several suits of armor were creaking and
efficiency, they seek to inflict as much damage as pos- wheezing their way through the foliage. As the trees part
sible, and they retreat after losing their leader or half their you see skulls—at least a half-dozen of them, gleaming
number. white with a hint of flame in their hollow sockets,
• Island of the White Gorillas (EL 12): White gorillas (5), set atop eight-foot frames. Skeletons, you realize—
hp 61 hp. The beasts want to take some offerings back to glittering, polished metallic skeletons with reinforcing
their mistress, so they try to snatch a villager or two while plates across their chests and arms that scrape the forest
the others run interference. floor. For hands they have large, flat plates.

Journey to the Plateau The Skull-Dugger Haulers pick up the corpses like flapjacks, and
they carry them up to the plateau, paying no attention to the PCs.
As the PCs make their way to Zoltan’s lair, a few incidents unfold If attacked, they let out a shrill whistle that brings down a squad of
around them. If the PCs forge ahead quickly, the scenes are not four Skull-Dugger Maulers within three rounds. In the meantime,
necessary. But if they’re stuck about what to do next, or if you just the Haulers drop their baggage, and they try to attack the PCs
want to throw them some curves, these episodes bring them further with slap attacks. Alternatively, the PCs could follow the Haulers
into Zoltan’s story and introduce them to some concepts that recur back to base or could even pose as corpses, allowing themselves
throughout the island. be carried to the Processing Plant inside Zoltan’s fortress. (The
Haulers aren’t that smart, so they collect any humanoid that
appears to be dead.) If the PCs take this tack, see the Processing
Angry Young Man (EL 1) Plant description below for details.
As the PCs make their way through the jungle (perhaps
If Alderton is with the PCs, he calls the Skull-Duggers “the long
following the Skull-Dugger Haulers, see Bringing in the
fingers of Zoltan.” He warns the PCs that the creatures are much
Dead), they come upon a figure moving stealthily through the
more dangerous than they look. (Presuming the PCs haven’t
treetops. He is Alderton, a Son of Zoltan, who is heading to the
tangled with the Maulers yet.) Beyond this point, Alderton won’t
fortress to exact revenge on his cruel papa. (Obviously, tailor
have much by way of specifics to tell the PCs—he can point
the encounter to the PCs. If they’re camping in the jungle, for
out what the various automatons are supposed to do, and he can
example, Alderton might sneak up on them in the night and
perhaps fill in some scraps of back story on the inhabitants of the
search their bags for supplies.) Alderton has vague memories of
Skull. But basically, he’s a damage soak.
a boyhood spent in Zoltan’s fortress, being drilled in all manner
of skills—and then abandoned in the wild. “He throws us among Alderton (Typical Son of Zoltan): hp 38.
the savages—us, his own sons! He will pay for his cruelty in Skull-Dugger Haulers (4): hp 53.
blood—if he has any still to give!” Skull-Dugger Maulers (4): hp 86.

Black Sails Over Freeport 103


- Act II, Part II: The Boneshaper’s Throne -
Heads Up (EL 1)
Section One: Pluses and Minuses
Scattered throughout the jungle are Zoltan’s stony sentries,
the deadly sculptures called Headstones. If the PCs travel with Let Us Go, and I’ll Bring Back the Sun: +100 XP to any PC who
Alderton, he warns the PCs to avoid the Headstones. “Zoltan’s convinces the islanders he or she is a god.
spies! He sees what they see. And when you reach his fortress… Yeah, I’m Talking to You: +50 XP to anyone who directs a threat or
they kill on command!” warning to Zoltan via the Headstones.
In the Jungle, the Peaceful Jungle: +200 XP to any PC who makes
See the Headstones sidebar on the following page for more peace between the villages. Another 100 if he or she gets
information. the locals to storm the Skull.
Headstones: hp 85. Heading Up: +100 XP to any PC leaping onto the Skull.

Section Two: Freak on the Borderlands


E
ventually the jungle tapers off into a field of shoulder- will not prevail here. The lord of this mountain is not afeared of
high grass, which, after about a mile, ends in the towering sparks dancing on the masts.” For fighters, it’s, “Cut and bash
sides of the plateau. Headstones sit scattered throughout all ye wish, hearties. The walls of this fortress have stood against
the tall stalks, tracking the PCs’ movements as they pass. stronger steel than yours.” And, finally, for religious types: “No
But these sentries are a somewhat different than the ones the PCs fancy spirits shall help ye within these walls, priest.”
encountered before: They speak. When the players are far away,
The plateau rises some 100 feet from the jungle floor. Three teams
the stones whisper almost inaudibly (but very very creepily); when
of three Skull-Duggers patrol the white wall visible at he top of
the PCs get closer, the sentinels croak out dire warnings:
the plateau. Each team takes a third of the wall and patrols back
“Go no further” and “None see the Boneshaper and live” are
and forth, returning to the same spot every five rounds or so; when
among the more cheerful utterances.
they’re in range, have them make Spot checks to pick out the PCs
If the PCs try talking back, the stones give a Jabba-esque chuckle against the rocks. (When making the Spot check, the base is DC
and expound on Zoltan’s power and magnificence—they then 20 unless the PCs use their Hide skill; then it is an opposed check;
toss in some personal taunts. The stones tell the party’s rogue at any rate, give the Skull-Duggers a +5 circumstance bonus for
(or the most cunning-looking player), “Ho ho, peacock! Zoltan each successful Climb check the PCs make [See Running Up
was craftier than ye, and long before yer great-grandfather came That Hill following this section].)
above decks.” The magic-user gets an earful of, “Ye strange ways
Headstones (18): hp 85.

Running Up That Hill


Scaling the side of the plateau takes six successful Climb checks
(DC 20). If the PCs fail, they take 1d6 points of damage for failing
the first check; for additional failures, multiply the Climb check
number by 1d6, so failing the sixth check causes 6d6 points of
falling damage. Numerous depressions, ledges, and overhangs
dot the rocks, so the PCs can stop to rest at various points; if they
rest for two between checks, add a +5 circumstance bonus to the
next Climb check. The trade-off: the PCs must elude more Skull-
Dugger patrols.
After the PCs complete their fifth Climb check, have them make
Spot checks (DC 20). Those who succeed notice small metal
tubes jutting out of the earth near the top of the cliff. Give them a
round to react before the tubes start spewing out an oily substance,
drenching the PCs and the cliff side. The PCs must make a Reflex
save (DC 20) to stay in place during the torrent. Additionally, the
last Climb check requires a (DC 30) to make, due to the oil. If the
Skull-Duggers come upon the PCs while they’re struggling against
the oil, the guards get an additional +5 circumstance bonus to their
Spot checks.
If the Skull-Duggers catch sight of the PCs, they fire a round
of bolts, and then, on the following round, they leap down to
engage the PCs. Meanwhile, the other Skull-Dugger guards
spend a round making sure there no additional intruders are
climbing the rock face. Then the automatons circle around to join
their brethren.

104 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
Headstones
Headstones are huge, stony sentries created by Zoltan Zaska to keep an eye on the farthest reaches of his island realm. Most
of these watchmen simply observe, making slow grinding turns on their pedestals to track travelers with their mechanized
eyes, which act as if enchanted with true seeing and sending spells. But Zoltan has given some of these constructs a powerful
weapon: the ability to unleash a cone-shaped spray of fire. The cone extends, and spreads out to, 40 feet. It is also 40 feet in
height. PCs can make a DC 15 Reflex save for half damage.
The Headstones appear to be insurmountable. Not only can they see in the dark, but they can pick out invisible intruders. But
the Headstones, like most things on the island, are a test, not a trap. So there are ways around them, if the players observe and
exploit the simple rules that govern these sentries.
• Each stone’s field of vision is a 60-foot cone with its apex at the eyes of the statue.
• Every round, each stone rotates 90 degrees clockwise to sweep the landscape.
• Stones can tilt backward as much as 45 degrees to fire on airborne intruders.
• A stone fires as soon as its gaze sweeps across an intruder, or as soon as an intruder crosses its path. But a stone can fire only
once every two rounds, and if two stones spot an intruder and fire upon him simultaneously, neither stone can fire in the next
round.
• In the round after a Headstone fires—i.e., the round when it can’t fire—it will track the intruder it fired upon originally. It
doesn’t have to turn a full 90 degrees when tracking this way. If the stone spots another intruder while tracking this way, it
will fire upon the new intruder, not the original one.
• Only two Headstones can track and/or fire upon an intruder at any time.

Door: Locked, three Open Lock checks (DC 25); Hardness 20, hp
Evil Fences and Evil 70, break DC 40.
Headstones (6): hp 85.
Neighbors (EL 13) Skull-Dugger Haulers (4): hp 53.
Skull-Dugger Maulers (12): hp 86.
The wall itself, which is made of huge bricks of chalky white
stone, stands about 40 feet high and sits 30 feet back from the edge
of the cliff. The wall has no handholds, so the PCs need to use
grappling hooks or spells to reach the top. If the PCs split up to
1. Machine Shop
create a distraction, the Skull-Duggers fan out around the wall as This building contains Zoltan’s manufacturing plant, where he mass-
needed to meet the threat. produces swords, robots, and the sentry stones that guard his island.

The wall is 10 feet across, except in three spots, where concrete


blockhouses butt against it. The building’s single high-ceilinged room contains
a riot of conveyor belts, workbenches and wheezing,
A ring of tightly packed dirt and gravel sits on the other side of clanking engines. Dozens of automatons hurry through
the wall. Three blockhouses, made of the same white stone as the confusion. They load items onto the belts or knock
the walls, sit on the field’s perimeter. In the center of the circle, them off, tinker away at the benches, or swarm up the
a large, round metal door is set into the turf; six Headstones machines to make minute adjustments. Within moments,
surround it. The stones immediately whirl to track the intruders, the clamor numbs your ears, and sweat streams down
opening fire as soon they’ve drawn a bead. (See the Headstones your skin.
sidebar above for tactics.)
The metal door, which is divided into thirds and opens by
retracting, like an elevator door, into the plateau, caps the top of a. Conveyor Belts (EL 10)
a deep shaft. At the bottom, on a mechanized lift, sits Zoltan’s
The PCs first see a pair of conveyor belts stretching to the east and
flying fortress. The door is almost impenetrable, and each of its
west and curling up to form a box. Sheets and scraps of metal line
three hydraulic motors counts as a lock, requiring three separate
the belts, as well as the remains of burned-out Skull-Duggers. A
knock spells to open it magically. If the PCs force it open, they
team of Haulers and Drawlers man the belts on alternating sides.
find there’s virtually no clearance between the Skull and the shaft,
When the Drawlers spot something not up to snuff, they squawk
so it’s impossible for anything larger than a familiar to climb down
out a command to the nearest Haulers, who scoop up the offending
the shaft. And there’s no mechanism for lifting the fortress.
fragment off the belt and fling it toward the ceiling, where a
So, how to open the door and get the fortress to the surface? An magnet holds it tight.
arrow is painted on each of the door’s segments, each one pointing
Assume one Hauler for every 10 feet of belt and one Drawler for
to a different blockhouse. Each blockhouse contains a mechanism
every six Haulers. Neither group pays attention to the PCs until
that opens part of the door.
they actually mount or cross the conveyor belts. When they do, the
All of the buildings have unlocked entrances in the front. But nearest Drawler garbles out a command, and the Haulers spring to
that’s the last break the PCs get… action.

Black Sails Over Freeport 105


- Act II, Part II: The Boneshaper’s Throne -
Skull-Duggers
Zoltan created the Skull-Dugger constructs to police his pocket empire. The creatures come in three flavors: the combat-ready
Maulers, the drudge-worker Haulers, and the supervising Drawlers, who instruct automations and Zoltan’s children.
The machines all look roughly the same: tall, glittering chrome skeletons capped with a ceramic skull. Their triple-jointed arms
extend to the ground, and a thick sheet of steel covers sensitive mechanisms in their chest. Maulers have a blade affixed to their
right hand, and the left fires a thick steel spike called a bonespitter. (Maulers have a magazine of ten bolts to start. If they run
out, and no reloads are available, they cannibalize fallen comrades to make more missiles.) Maulers generally fire a round of
bonespitters to soften up an enemy, and then they leap into hand-to-hand combat.
Haulers have two thick plates for hands, which they use to scoop up and carry heavy loads. If attacked, they cry for help, and
then use their slap attacks to hold off opponents. Drawlers, meanwhile, have carefully articulated hands that they use for doing
fine repair work or for making points during their tutoring sessions with the Zoltan’s children. If attacked, they, too, call for
Maulers, but can also lash out with their repair tools (bonestabbers).
See Dramatis Personae on page 226 for more information on these new monsters.

The strategy: To pick out the intruders wearing or wielding metal spring off the belts, bounce off piles of rubble, or push against
and launch them toward the ceiling using the Haulers’ powerful Skull-Duggers to free their comrades of the overhead magnets.
hand plates. Two Haulers attack each character fitting the bill. One
If the PCs destroy a Drawler, the Haulers in its area forget all
attempts a trip attack, and if it’s successful, the other Hauler flips
strategy and start slapping the PCs for dear life. They keep at
the character toward the ceiling (if the Hauler succeeds at a melee
it unless another Drawler sets them straight. If the PCs get past
attack, +4 for the target being prone). The magnet then holds the
the Haulers and head for the back of the room, the Haulers and
metal-encrusted/wielding PC fast, some 30 feet above the factory
Drawlers pursue.
floor, unless he succeeds at a Strength check (DC 25) (or removes
or lets go of the metal he’s carrying). If the trip attack fails, the Skull-Dugger Drawlers (5): hp 50.
other Hauler tries to slap the PC. Skull-Dugger Haulers (30): hp 53.
Standing on the conveyor belts requires a Balance, Tumble, or
Dexterity check (DC 17), as does ducking under them quickly b. Furnace and Environs (EL 10)
during combat. PCs with good Tumble scores can find ways to
The conveyor belts feed into a huge, black cast-iron furnace, from
whose top molten liquid bubbles and oozes. Two chutes come
off the side, feeding the melted metal into nearby tables full of
molds—swords, tools and Skull-Dugger components. The same
combination of Haulers and Drawlers works the tables, dumping
the blistering molds into the nearby cooling vats and setting up
empty molds to take their place.
C To run up the side of the furnace—to get the drop on pursuers,
say—PCs must make a Tumble check (DC 20). PCs could also
fight off Skull-Duggers on the lip of the cauldron itself; this gutsy
move requires a Balance check (DC 17) to get one’s feet planted
and another check every time the PC takes a hit. If the PC fails
and falls into the furnace itself (50% chance), give him a Tumble
or Dexterity check (DC 18) to grab hold of the side of the furnace
D B A (and then a Climb check, DC 15, to get out). If the PC fails, he hits
the molten metal, taking 3d10 points of damage every round until
he climbs out (Climb, DC 15). Of course, touching furnace with
exposed skin causes 2d6 points of heat damage, as does standing
on the furnace for more than two rounds.
The Skull-Duggers at the molding tables attack under the same
circumstances as their cousins at the conveyor belts: they won’t do
C anything until the PCs cross, or climb, the tables. In combat, they
attempt trip-and-flip attacks once again—except this time they aim
their victims toward the furnace, not the ceiling. Anyone tossed
into the furnace takes 3d10 points of damage per round until he
or she can climb out (Climb, DC 15), as per the falling situation
above.
The Machine Shop Skull-Dugger Drawlers (5): hp 50.
Skull-Dugger Haulers (30): hp 53.

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c. Water and Workbenches (EL 12)
Beyond the mold tables sit two huge vats for cooling hot metal and
benches for parts assembly. Between the vats, a towering column spins
from side to side, dunking four metal claws, each tipped with magnets,
into the water to retrieve the swords and Skull-Dugger components.
Here, the Skull-Duggers again try the trip-and-flip attacks, but this
time, they aim for the vats. If the PCs hit the water, they must make a
Swim check (DC 17) to stay afloat; a Reflex save (DC 18) is required
to avoid the torrent of steel pouring into the vats. (Failing the Reflex
save results in 2d12 points of damage.) Even if the PCs clear those
hurdles, there’s an added complication: the collecting claws. The long
graspers go to work on any PC in the water, grabbing hold of them
and dragging them under. It takes a Strength check (DC 20) to break
free of the claws—DC 25 if the PC is wearing metal armor. And,
since it takes a full-round Swim to get to the edge of the vats and flip
to the floor, the claws may get another attack if not disabled.
At the tables themselves, give the players a creepy surprise. Rising
from the stacks of heads and arms and cursed swords are three
half-assembled Maulers, which can’t move but strike out at the
players as they pass, firing off bolts and slashing with their blades.
Collecting Claws: AC 20; Hardness 10, hp 20, break DC 25;
Improved Grab attack, +15 melee.
Skull-Dugger Drawlers (5): hp 50.
Skull-Dugger Haulers (30): hp 53.
Skull-Dugger Maulers (3): hp 86.

d. Carving Tables and Exit (EL 12)


A large white switch sits in the wall directly opposite the door. It a. The Airlock (EL 1)
not only opens one-third of the elevator door, it opens otherwise The door opens easily enough, and it leads to a small, cylindrical
impossibly hidden doors to the outside in the eastern and western metal room with a dilating hatch in the opposite wall: a holding
walls of the building. Between the PCs and the switch, however, area, where Haulers dump the raw materials for Zoltan’s potions.
lies a final obstacle: a long worktable where Drawlers carve new
Headstones out of mammoth slabs of rock. The Drawlers have five The PCs don’t initially see any controls for opening the dilating
slabs, each in various stages of completion. One Drawler works hatch, but a Search or Disable Device check (DC 25) on the door
each, and two Haulers flank him; one Mauler supervises them all. to the outside reveals a series of triggers and locks deep in the door
well. The upshot: the dilating hatch won’t open unless the original
As the PCs attack, the Skull-Duggers try to trap them between the hatch is shut and sealed. (A real pro might be able to override the
rocks and the table. Then, one Hauler apiece tries to topple the safety controls: Open Lock or Disable Device check, DC 35.) If
rocks onto them. Give each trapped PC a fair warning (Spot check, the PCs listen at the hatch (Listen, DC 20) they hear a whirring,
DC 18) that this is happening, and then, on the next round, give whipping sound (like a blender working a couple of rooms away).
them a chance to get out of the way (Tumble or Dexterity check,
DC 18). If the rock starts falling, and the PCs haven’t moved, let When the original door is sealed, the hatch dilates and all hell breaks
them make a Reflex save (DC 20) to save their skins. The rocks do loose. The PCs have activated a powerful vacuum designed to suck
4d10 points of crushing damage. the airlock clean and to send its contents hurtling toward a powerful
series of whirling blades. PCs must make a Strength check (DC 22)
Hidden Doors: Search (DC 35) to avoid being sucked through the hatch. The aperture, however, is
Skull-Dugger Drawlers (5): hp 50. only large enough for one PC at a time, so one or more PCs could
Skull-Dugger Haulers (10): hp 53. try to make Tumble checks (DC 18) to block the entrance. The hatch
Skull-Dugger Mauler: hp 86. won’t close again, and the original door can’t be opened.

2. Alchemy Lab b. The Shredder (EL 4)


Here Zoltan mixes the cursed healing and potions of fly potions
that give him control, respectively, of his people and his ship. Through the overpowering rush of air you see a
40-foot metal corridor that ends in a wide, round grate.
But you can make out only snatches of the exit. A series
You pull open the double doors, and you find yourself of whirling columns, glittering in the dim light, sit
facing a brick wall with a hatch set in the middle. You between you and escape. As you look closer, you realize
see not other entrances into the building. blades cover each of them.

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then pound down onto the ground with earth-shaking
vehemence. When they lift off the floor, you see that a
grate sits beneath each of them.

In this room, Zoltan’s machines give the raw materials a last


good thump and—with a series of retractable brooms on their
D undercarriage—sweep them toward the flying or the healing
cauldron. It takes the pounders two rounds to rise and one to slam
down. As they rise, on the first round, the brooms drop down and
clear off the grates. (The sweeping action is equivalent to a Bull
Rush, Strength 19.) These grates seem to be the only exits.

C B A As with the shredder, the PCs could try disabling the pounders.
Leaping onto one of them and grabbing hold takes a Tumble or
Dexterity check (DC 20). Observant PCs (Spot check, DC 20)
notice something that looks like a panel higher up on a pounder’s
leg. A Climb check (DC 17) and a Disable Device check (DC
25) gets the pounder stopped—but only temporarily. Whoever
D disables the leg realizes that his fix will hold it in place for only
two rounds.
Lifting the grates takes some work. They’re not bolted down,
but they’re heavy—weighing some 800 pounds each—and it
most likely take two or three PCs combined to lift and drag them
(Strength check, DC 30). The PCs can lift a grate out of its slot
and drag it halfway clear in a round; it takes another full round to
pull it safely away from the chute. If the players leave it halfway,
The Alchemical Lab or overlap the grate in any way, when the pounder comes down, it
crushes the exposed section, sending chunks of metal flying like
shrapnel. Anyone within a 50-foot radius must make a Reflex save
The columns are arranged in a square, close enough together and
(DC 20) or take 1d10 points of damage.
coordinated so perfectly that the gaps in one column are always
filled by a blade in an adjacent column. Getting caught in the If the PCs get trapped beneath the pounders and a hard place, they
shredders does 10d10+50 damage. take 10d10+40 smashing damage.
How can the PCs get past it? The PCs quickly discover the knives
can’t be jammed. The blades instantly shred anything they come d. The Cauldrons (EL 9)
in contact with, from stones to shields, and the resulting junk gets Cauldrons where the various potion components are mixed with an
sucked through the grate. Unless the PCs have spells that can arcane “stock” sit at the end of the chutes. The mixture is soupier
counter the vacuum effect or damage the blades, they must disable and fouler, than the potions the PCs are used to—the curses add
the mechanisms themselves. The most direct way: One PC ties a some gaminess to the texture. But the PCs have more to fear than
rope around his waist and anchors it in the airlock, and then makes the ambience. The mixtures are uncomfortably hot, and they’re
his way to the columns and inspects them (Search, DC 25). The swirling to boot. At the bottom of both cauldrons is a large rotor-
PC, if successful, spots a tile screwed to the floor—all the others like mechanism (a blender, basically) that keeps the potions in
are smooth and seamless. One Disable Device check later (DC motion—and starts dragging the players down.
20), the PC is looking down at a switch. Throwing the switch halts
the blades, ending the suction effect. Staying afloat requires a Swim check (DC 20); swimming against
the current requires a Swim check (DC 25). After a failed Swim
The PCs can remove the grating easily (it’s simply screwed in check, PCs get two more chances to surface (Swim check, DC
place). Beyond the grating lies a tube heading downward at a 20); after that, they’re sucked into the blender, taking 4d10+10 in
precipitous angle—and the sound of stamping (Listen check, damage per round until they break free (with a successful Swim
DC 12). check, DC 20). Disabling the blender requires the following: (1)
a Swim check (DC 17) to reach the blender and not be sucked in,
c. Pounders and Sifters (EL 6) (2) a Search check (DC 27) to locate the control box, and (3) a
Disable Device check (DC 23). The blender has a break DC of 27.
As you climb to the end of the tube, the noise If the PCs do fail their Swim checks and get sucked down,
overpowers you—you can’t help but bite down hard interesting things happen. In the healing cauldron, the players
to keep your teeth from shaking. The room you see is inhale a lungful of the stuff and gain back 1d8+1 hit points (and do
large and white; two machines that look like enormous so any other round thereafter when they fail their Swim checks).
metal feet dominate it. These contraptions tirelessly However, they also must save against the effects of the potion’s
rise toward the ceiling—where their “legs” end—and curse. In the flying cauldron, players who get sucked down
immediately begin to rise—and can’t stop. To stop the ascent,

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- Act II, Part II: The Boneshaper’s Throne -
they must vomit up the potion (Fortitude save, DC 18) or have along, he tut-tuts over their wounds and makes incomprehensible
neutralize poison or remove curse cast on them. notes on a pad; when he’s done, he gives each PC a ticket, and he
tells them to wait beyond the doors (the Waiting Area). He gives a
The clearest escape route, in both cases, is a narrow tube on the
higher priority to the PC in the worst shape.
south side of the cauldron, which leads to a hose. Bellows on
either side of the hose force the potions up to nozzles on the roof, Skull-Dugger Drawler: hp 50.
where the liquids are pumped into Zoltan’s flying fortress during
refueling. The narrow hose rises some 30 feet straight to the roof,
and reaching the roof requires two Climb checks (DC 18).
b. Waiting Area (EL 9)
To make it the first time, that is. The first time the PCs reach the The room beyond the door is wide and bright and
top of a hose—no matter which cauldron they’ve entered—they filled with soft couches. Curious atonal music comes
find another dilating hatchway and a button. Pushing it yields no from somewhere you can’t see.
results, except that a small yellow arrow pointing toward the other A distressed person—from frail old men and women,
vat begins to blink on the button. PCs must backtrack and go into who look like their bones would shatter in a stiff wind,
the other vat, and push the button at the top of that vat’s hose to youngsters who seem hale and hearty enough but
to open the hatch and another chunk of the elevator shaft. (The for the bandages wrapped around their heads or
dilating hatch can’t be forced, but again, a consummate pro might bunched at their sides—occupies each of the seats. More
be able to finesse it: a Disable Device check (DC 35) does the automatons walk the aisles between the seats. They stop
trick.) The hoses, by the way, are not filled with potion. at each couch and lean down to inspect the occupant’s
The button, however, has had effects the PCs haven’t seen: a team ticket, and then they offer a few surprisingly gentle
of Maulers scurries through the cauldron the PCs are about to words before cleaning and dressing any obvious wounds.
explore. Two take position in the sweeper section of the pounder Every so often, a voice interrupts the music and calls
the PCs need to sneak under; these leap down as the PCs begin out a number—a code from the tickets. The ticket holder
dragging off the grating. Another swims at the bottom of the gets up with a grateful look and staggers through the
cauldron, and attacks the PCs from below. The last one waits at the door at the end of the room.
very top of the hose, guarding the button.
Skull-Dugger Maulers (4): hp 86. Ten Drawlers work the crowd, and one Mauler guards the
door against a bum-rush. If the PCs talk to the Drawlers, the
machines try to soothe them and tend to their wounds. Attacking
3. The Processing Plant the Drawlers, or rushing the Mauler, brings Skull-Duggers from
the Surgery Area. The PCs could easily convince the softhearted
Zoltan may have pretensions toward suavity and elegance, but
he’s still a ghoul, and ghouls gotta eat. Here, Zoltan’s robots turn
the elderly, gravely ill, and recently deceased into undistinguished
white wafers that the pirate lord nibbles on as a side dish, while
sighing over lavish banquets of fish and vegetables.
If the PCs tried to sneak into Zoltan’s fortress by posing as corpses
for the Haulers to carry off (an option mentioned in Bringing
In The Dead on page 103), the automatons deposit them in the
Processing Plant. Basically, the Haulers take them to the base of
the wall and flip them into the shaft way built into the roof of the
plant. It takes a Tumble check (DC 18) to keep from bouncing to
the bottom of the shaft and a Strength check (DC 20) to remain in C
place if another body (living or otherwise) slams into the PCs. The
chute lets out into the Final Prep area. D
B A
A. Triage (EL 1)
You enter a large room painted in soothing pastel
colors and filled with vases of aromatic wildflowers.
At the opposite end of the room sits a desk and a door.
A skull-faced automaton sits behind the desk; he looks
similar to the ones you’ve seen before, only he doesn’t
appear aggressive. Instead, he stands and says, almost
soothingly, “Ambulatory cases! What seems to be the
trouble, my children?”

The avuncular Drawler manning the desk diagnoses the condition


of people brought into the Processing Center: the extent of their The Processing Plant
wounds, how much work they need, and so forth. If the party plays

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- Act II, Part II: The Boneshaper’s Throne -
Drawlers to bump them up on the surgery list; they could also takes a Strength check (DC 20), and PCs can only move at one-
simply wait their turn, although it might take a while (3d20 quarter their normal rate. It takes a Fortitude save (DC 15) each
minutes). round to suck down enough air from the small pockets in the
fleshy mass. If a PC fails, he falls.
Skull Dugger Drawlers (10): hp 50.
Skull-Dugger Mauler: hp 86. After four rounds, however, there’s a complication: a series
of thumping shockwaves moves through the raw and wriggly
c. Surgery (EL 13) mass. The PCs must make Reflex saves (DC 18) to keep their
feet (getting up takes a Fortitude save and Strength check, both
DC 20). The shockwave is the production line starting up: a few
You enter a large oval room lit softly in red and Haulers at the opposite end of the grinder scoop up flesh and
dominated by the haunting music you heard in the flatten it into patties in their oversize mitts, for baking in a nearby
waiting room. To your left and right, people relax in ceramic oven.
warm, aromatic baths, as automatons attend them,
pouring in scented water and bringing the bathers As the Haulers start making morsels, the temperature rises, and
towels and scrubbers. Beyond the baths are beds, where the stink becomes overpowering. The PCs take a -5 circumstance
the automatons hover over sleeping men and women, penalty on all rolls made while the oven is going unless they make
cutting their hair and applying a cream to their skin. In a Fortitude save (DC 25). (Genetically repulsive characters, like
the middle of the room sits a metal shaft that reaches the half-orcs and barbarians, can make a Fortitude save (DC 20) to
ceiling. Occasionally, you hear a whoosh and a thump avoid this penalty.)
come from behind the metal, but the eerie music quickly Combat with the Haulers should be long and dirty. Just swinging
covers the sounds. a sword requires a Strength check (DC 20), and firing an arrow
through all that muck is impossible. On the upside, the PCs catch
In this room, Zoltan’s patients are bathed and cleaned before being the automatons with their hands full, so to speak, and get a free
turned into ghoul chow. The Drawler doctors let the patients drift hack.
off to sleep in the movable cots, and then they wheel them around Once the adventurers dispatch the Haulers, they have the
the bend to the soundproof room that divides the oval. Inside the additional problem of getting out. The only route seems to be
room work three Haulers and a supervising Mauler. The Haulers through the oven. They can easily locate (Search check, DC 10)
transfer the sleeping patient from his cot to a well-worn metal the controls and figure them out (Intelligence check, DC 10);
table, and then they tenderize the life out of him with their huge soon enough they cut the oven off, but the room is still filled
hands. When finished, they transfer the patient to the conveyor belt with aromatic meat crackers. (Everything tastes better on a meat
leading to the Grinder. cracker!)
If the PCs come down the chute, they land on a pile of corpses in A conveyor belt ferries the crackers out of the oven, where a
a small room just beyond the Preparation Chamber, where the team of Haulers (six, with one Drawler supervising and one
Haulers scoop up bodies and soften them up for Zoltan’s machine. Mauler on guard) scoops them up and flips them into nearby
It takes one round for the conveyor belt to pull a body—or crates. The Haulers try to do that with any encountered PCs,
a Skull-Dugger—down to the Grinder. The gears clog on while the Mauler takes care of opponents who refuse to go down
anything harder than pulverized bone (e.g., armor, a rock, a without a fight.
flailing Skull-Dugger); a switchbox sits nearby that stops the At the top of that stack of crates (two Climb checks, DC 17) the
churning. Removing the chewing mechanism so the PCs can PCs will find a switch that opens a nearly undetectable secret door
climb through takes a Disable Device check (DC 25) or Strength in both sides of the building—and pulls back another chunk of the
check (DC 27). elevator door.
Skull-Dugger Drawlers (6): hp 50. Whenever the PCs press the switch in the final blockhouse, the
Skull-Dugger Haulers (3): hp 53. entire plateau begins to rumble, as the elevator groans to life,
Skull-Dugger Mauler: hp 86. bringing the Skull to the surface.
Skull-Dugger Drawler: hp 50.
d. The Grinder (EL 12) Skull-Dugger Haulers (8): hp 53.
Here’s where things get sticky. Skull-Dugger Mauler: hp 86.
Secret Door: Search (DC 35).

You step through the teeth of the machine into a


wall of wet, reeking flesh. For a moment, you reel at Face Dances (EL 12)
the carrion stink and the sheer tonnage of violated life
Now, the PCs find the Headstones standing between them and
closing in on you, clinging to the seams in your armor,
the newly exposed fortress. How can the players get through the
worming into your nose with every breath, working its
barrage? The Headstones operate under very simple rules that the
way past your lips…
PCs should be able to figure out with some simple observation.
Remember: Zoltan only wants to kill unworthy intruders. He set
Moving through this fleshy mess is tough and disgusting. Every up the stones as a test of logic, timing, and daring.
round, the PCs must make a Fortitude save (DC 20) or spend their
Faced with this puzzle, PCs can employ a number of strategies.
turn gibbering at the claustrophobic horror. Moving, meanwhile,

110 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
a well-planned summon monster could overwhelm the heads
Break on Through with potential targets. See page 105 for additonal information
The PCs could simply rush through the gantlet, sucking up on Headstones. They do not stop firing as the PCs approach the
damage. Obviously, this is easier for half-orc barbarians than Skull (which appears impervious to their blasts). So, unless the
wispy elven sorcerers. PCs destroy the sentinels, they don’t have much time to find a
way into the stronghold.
Bilbo, Don’t Be a Hero Headstones: hp 85.
One high-Dex, high-movement-rate PC rushes around the stones,
creating a distraction, while the rest slip between the sentries. PCs
Section Two: Pluses and Minuses
could, for example, hide behind a stone that has just fired and use I Cannot Self-Terminate: +100 XP to anybody who throws a Skull-
it as a shield when other stones fire. Dugger into the furnace.
It’s All in the Wrist: +100 XP to any character who actually suc-
This Magic Moment ceeds at a Disable the Devices check in the Alchemy Lab.
Leave No Man Behind!: +100 XP to PCs who go back into the
Although the Headstones are constructs and are immune to many Processing Plant to get the wounded out.
types of magic, they do have some vulnerabilities. Stone to Look Behind You: +100 XP for a creative way of getting past the
flesh, for example, turns the sentinels into a goopy mess, while Headstones.

Section Three: Head Games


U
p close, the Skull appears to be made of a kind of
ceramic material—impossible to chip, or even scratch. Talk to the Skull
The propulsion nozzles are readily apparent at this Since the fortress is an expression of Zoltan’s will and
distance. personality, it wants to encourage “worthy” intruders. So if
The only apparent way to get into to the head is through the jaw, the PCs cast a spell such as knock, or attempt to parley with
unless the PCs try climbing up to the nostrils or the eyes. The nostrils the Skull, the fortress bellows (through its teeth): The Skull is
lead to grates high up in the walls in the Engine Room (See Infernal sacred! Why should it reveal its secrets to the likes of ye? If the
Machines on page 112). The mesh is hot enough to cause 1d10 PCs make a convincing case, the jaws yawn wide and let them
damage on a quick grab, and the nostrils are ultimately too small to slip through.
crawl through, except for familiars and creatures of Small or smaller
size. The eyes, which look in on the big Atrium at the heart of the
skull, are essentially unbreakable, like the rest of the Skull’s skin.
Eyes: Hardness 12, hp 900, break DC 70.
The Skull
Grates: Hardness 6, hp 15, break DC 22. The artifact that Zoltan holds, an elaborate ceremonial
pistol, gives its bearer control over the products of the
human hand. In his days upon the seas, Yarash used
Getting Into the Skull the gun to warp his enemies’ vessels and destroy their
weapons. Zoltan uses this powerful tool to create a
The jaw is closed, but there are a number of ways to get it open.
kingdom of arcane technology and grotesque quasi-
mechanical automatons.
Under My Skin But the most striking symbol of Zoltan’s empire is
A search check (DC 20) reveals the seam where the lower jaw the Skull that serves as his fortress and transportation.
attaches to the skull. A little bit of Tumbling and Climbing (two The structure stands nearly 600 feet high and several
DC 25 checks) enables a character to wriggle into the mechanism hundred feet in diameter, with giant rubies for eyes
housing the jaw motor. A successful Disable Device check (DC and a shell of five-foot-thick ceramic that’s tougher
27) gets the gears grinding. But the grease monkey has to make than steel. Zoltan controls the Skull with the pistol; so
another Tumble and Climb combo (again at DC 25) to get out of long as he possesses the weapon, he has an empathic
the housing in time, or else take 2d10 points of crushing damage link with the fortress that lets him spy on any corner of
per round. its bony byways and control its every function, down
to its shape. Any PC who holds the pistol can control
You’ll Be a Dentist the Skull, but destroying the pistol turns the Skull
into a huge, immobile ceramic statue with no magical
A search check (DC 20) reveals that one of the “teeth” in the lower properties.
jaw is looser than the rest. A tough character can spend a round
prying the tooth loose. Afterwards, it takes a round for each PC to The Skull: Hardness 12, hp 900, break DC 70; Move
squeeze through. 200 (good).

Tooth Mechanism: Hardness 6, hp 5, break DC 26.

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- Act II, Part II: The Boneshaper’s Throne -
The Haulers aren’t particularly dexterous; they’ve been trained to
The Mouth of Madness (EL 1) stand in one spot and aim for a particular target by flicking their
paddles just so. In this case, the automatons aim just short of the
Beyond the teeth sits a slick, 15-foot-high ramp (Climb, DC
spots where the Maulers landed. Treat each bundle of swords as a
25) that leads to three apertures, each big enough for one PC to
grenadelike weapon (See Splash Weapons in Chapter Two: Using
squeeze through at a time. The two on the side are nozzles that
the Rules in the DMG) to determine where they actually land.
pump out cursed healing potions after a battle. The one in the
Anyone caught in the field takes 2d8+5 damage (Reflex save DC
middle is a double door, opening downward, from which the Skull
18 for half). If the Haulers’ supervising Drawlers get taken out, the
dispenses the cursed swords. Another Climb check (DC 15) gets
Haulers lose focus and simply start slapping opponents, as does any
the PCs into the Skull proper.
Hauler whose flip-and-slap partner gets killed.

The Infernal Don’t let the PCs know how limited the Haulers are; play up the
image of swords filling the air and rushing toward them at blinding
speed. In addition, be sure to emphasize the setting when staging this
Machines (EL 14) combat. Allow PCs to do things like Tumble (DC 15) up to the vats
above on hanging chains. Or snap the hoses off the big cylinders and
The PCs emerge in the mechanized heart (or, not to mix
spray everyone in sight with potions of fly (Disable Device check, DC
metaphors, sinus) of Zoltan Zaska’s lair. There’s much more
25--or pound them until they break. Or hack through the bellows to
dangerous stuff up top, where Zoltan holds court, but this engine
try to knock down the automatons with gusts of air.
room runs the Skull.
If the players get clear, they face a nasty surprise. Up on the
walkways, directly opposite the ladder, sits another Headstone,
You crawl through the aperture into a large,
which remains pointed at the ladders, waiting for someone to come
high-ceilinged room dominated by two massive metal
up, at which point it lets fly a cone of fire. The only door out of the
cylinders, one along the right wall and one on the left.
engine room is directly behind the Headstone.
Looking up, you see metal walkways lining the wall far
above your head and two large vats suspended among The Headstone is tough to spot (Spot check, DC 30) from the
them. In front of you, racks upon racks of swords are ground, unless the PCs specifically turn around and look up when
set on a series of tracks in the floor. Everything in the they’ve advanced beyond the sword rack. If they state they are
place seems to be clanking loud enough to burst your looking up, change the Spot check to DC 20.
eardrums—undercut with a sinister groaning and
hissing. This final Headstone has the same properties as its cousins
outside, except it can’t turn completely around—it starts off
trained on the ladders, and, if necessary, sweeps from side to side
The two cylinders along the wall—large, ornate, gear-heavy to blast oncoming intruders. But it never spins to face the door.
structures—store thousands of gallons of potions of fly. When
Zaska wants to go for a spin, engines inside the cylinders Here, again, play up the environment. Plenty of chains and pulleys
distribute the potion to massive, wheezing bellows, where it is hang from the ceiling that the PCs could grab (Tumble or Jump
atomized and distributed via hoses to the nozzles on the outside of check, DC 18 to reach; Dexterity check, DC 18 to grab) and use
the craft. to swing across the gap in the center of the room. The PCs might
jump onto the overhead vats (Jump check, DC 18), which hang
The two vats overhead, meanwhile, store the cursed potions of just below the Headstone, and use them as cover while the sentinel
cure light wounds the Skull showers on the townspeople after blasts away.
their battles. The rubber hoses on the underside of the vats retract
when not needed. PCs can get to these tanks from the overhead Bellows: Hardness 5, hp 10, break DC 25.
walkways, which in turn can be reached by a ladder at the back of Cylinders: Hardness 4, hp 10, break DC 21.
the room. Headstone: hp 85.
Skull-Dugger Drawlers (2): hp 50.
The racks of cursed swords have runners and lock onto a track for Skull-Dugger Haulers (6): hp 53.
easy mobility: they can be wheeled forward to rest directly over Skull-Dugger Maulers (3): hp 86.
the sword chute, or pulled back as far as the ladder in the back of
the room. Planned Encounter:
There aren’t any controls, as such, to monitor and control all this The Enemy Within (EL 5)
equipment. Through his artifact pistol, Zoltan keeps track of the
Skull’s various systems and processes more or less unconsciously. Baumann’s Sea Dogs may have been lucky enough to get this
But the crafty ghoul does keep a horde of automatons on hand to far, but they are entirely out of their depth here. Even without
make life interesting for intruders. Three Maulers (Spot check, the PCs’ arrival, they were doomed to be skewered by swords
DC 22) cling to the sides of the overhead vats and six Haulers or toasted by a cone of fire. With the PCs providing a few more
(Spot check, DC 22) wait between the sword racks, directed by targets for the Maulers and the Headstone, however, they may
two Drawlers (Spot check DC 25.) take the opportunity to beat a hasty retreat. Or, they may let their
pirate natures get the best of them, and swashbuckle their way into
The automatons’ battle plan: the Maulers leap onto the PCs as soon oblivion. Either way, the buccaneers only add a level of chaos to
as they walk past the vats, and the Haulers start playing badminton an area already primed with entropy to begin with…
with the cursed swords. Every round, three Haulers toss a handful
of swords into the air, and the other three slap them toward the PCs. Sea Dogs (6): hp 35.

112 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
Level two
Level One The
4. Boneshaper’s
2. Skull
3. 1. The Mouth
2. Engine Room
1. 3. Vat Room
4. Hexagon of Evil
5. Atrium
up to Atrium 6. Schools
Level Three 7. Church
8. The Gun
9. Ramps up
10. Walkway
11. Boy’s dormitories
6. 6. 12. Women’s dormitories
9. 13. teleport Platform
14. Secret Door to
catacombs
8. 15. Zaska’s Bedroom
5.

7. Level Four
9. 6.
13.
11. 11.

Level Five

11.
15. 10. 12.
14.
40’ Down to
catacombs

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- Act II, Part II: The Boneshaper’s Throne -
heard something like this before. When the PCs open the door,
The Hexagon of Evil (EL 12) they find themselves facing a small room—big enough for
three people to squeeze into—that’s completely empty but for
At this point, the PCs have shown their physical prowess; now
various twirling gears and other apparently functionless pieces of
Zoltan wants to see what makes them tick. For this reason, Zoltan
machinery built into the walls. As soon as one or more PCs enter
presents the PCs with several intellectual and moral challenges
the room, a Skull-Dugger torso emerges from the back of the
to gauge their responses, all in the hopes of finding the individual
door, grabs the frame, and slams the hatch shut. Then a Mauler
with the fittest mind and body to steal.
breaks out of the wall and goes crazy on the PCs inside the room.
Before running your PCs through this section, consider the party’s (The door torso doesn’t attack the PCs.)
makeup to know how to tailor these situations to them. Each
Noticing the torso built into the door takes a (Spot check, DC
encounter below makes the basic assumption that your party
25); the same goes for the Mauler built into the wall. (The players
contains a mix of lawful and chaotic characters, many of whom
won’t have time to actively search the walls, but they could
act out of self-interest but are basically good at heart. Thus, if they
examine the back of the hatch and spot the torso with a Search
face a situation in which they might have to forgo the riches of
check, DC 20.)
Yarashad to help people in need, it becomes a genuine quandary.
Suggestions for tailoring the encounters to other types of parties Door (reopening): Open Lock (DC 25).
are also found within these sections. These alternatives don’t begin
to cover the possible spread of alignments and motivations in the
average group, so be prepared to improvise.
IV. You Can’t Go Home Again
This door leads to the engine room.
The door from the engine room opens onto a small hexagonal
chamber of gleaming white ceramic with a round metal door set
into each wall. Once the door to the engine room is closed, it locks V. Watch That First Step
behind the PCs, and it cannot be reopened from inside the room.
Behind this door, the PCs hear (Listen, DC 17) the distant hum
Door: Locked with 5 sets of locks; 5 Open Lock checks (DC 30) of machinery, and if they look closely (Search, DC 20) they see
or 5 knock spells; Hardness 10, hp 60, break DC 29. scratches at the base of the door—made, it appears, by human
fingers. Behind the door, they see what appears to be a corridor
Zoltan designed the room to test how well the PCs pay attention that runs for roughly 20 feet before taking a sharp turn to the left.
to sensory cues—and how well they recover from mistakes. In fact, there is a 20-foot-deep pit trap just beyond the doorway;
Here’s what the PCs can tell about the various doors, and what’s the “corridor” leads to nothing but a ceramic wall, just out of sight.
actually behind them, starting at the northernmost door and going The ceramic wall is a secret door, but the PCs won’t be able to
clockwise. open it or find a mechanism for doing so.
An illusory wall spell (CL 7) conceals the pit. At the bottom of
I. Silent But Deadly it, the PCs find the intricately scrimshawed bones of unlucky
The PCs hear nothing behind this door, but a Search (DC 20) adventurers who never made it past this room. Among the relics
reveals a few flakes of ash clinging to the handle. If the PCs pay gleams a polished skull that turns out to be the head of the artiste:
closer attention (Search, DC 25) they detect a faint smoky odor a particularly creative Mauler. The Birdman of Skullkatraz
coming from the door. The secret: behind the door is a Headstone attacks as soon as he thinks he can take an opponent by surprise.
in an alcove, primed to fire as soon as someone opens the. The If the victim of the trap happens to grab hold of the side of the pit
stone can only fire once every two rounds, like its cousins, but the while falling (Tumble check, DC 30), the Mauler shambles up
door has a nasty surprise in store: if PCs try to close the door, a after him and start pounding.
12-inch spike shoots out from the lock, preventing it from shutting
Birdman of Skullkatraz (Skull-Dugger Mauler): hp 86.
all the way. The spike can be snapped off or forced back in. The
Pit Trap: CR 2; mechanical, location trigger; manual reset; DC 20
Headstone still fires if the door is forced partially shut, but the
Reflex save avoids; 20 feet deep (2d6, fall); Search DC 20;
blast only affects those within five feet of the door, and the damage
Disable Device 20.
is quartered.
Secret Door: Search (DC 30).
Spike: Open Lock (DC 25) to force back in; Hardness 4, hp 20,
Break DC 19. VI. The True Path
There is nothing at all to hear behind this door and nothing to spot
II. In Too Deep but a few flecks of oil on the floor in front of it (Spot, DC 20).
The PCs hear (Listen, DC 15) a gentle sloshing behind this door, Opening the door reveals a set of four levers: red, blue, green, and
which is slightly cool to the touch (Search, DC 20). Opening transparent (glass). Right next to them is a fifth lever; it’s painted
the door drains the Skull’s sinuses, and a pounding torrent of black.
water rushes into the room, filling it within two rounds. It takes a
The trick: each of the first four levers opens one of the four
Strength check (DC 28) to force the door shut.
trapped doors in the room. Red (for fire) opens door i; blue (for
water) opens door ii; green (for earth) opens door iii; transparent
III. Skeletons in the Closet (for air) opens door v. (If the PCs open one of the doors by pulling
a handle, the door can be closed immediately by pushing the
Behind this door the PCs hear (Listen, DC 20) a gentle whirring
handle back up.) If the PCs pull one of the four handles and the
and scraping. An Intelligence check (DC 17) tells the PCs they’ve
black handle, the corresponding door opens and whatever trap

114 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
was in that room reverts to full strength. For example, if the PCs
kill the Mauler in the earth room, and then they pull the green and you realize. You’ve found the Skull’s eyes. Small crowds
black handles at the same time, the door to that room opens—and mill around the floor of the atrium, which is dominated
another Mauler waits in the wall. by a revolving statue: a massive, ornate sculpture of a
pistol. The gun, at least 30 feet high, appears to be the
The only exception to this is the glass handle for the pit trap.
source of the music you heard earlier—dissonant notes
When the PCs pull the glass handle and the black handle at the
that echo through the high-ceilinged chamber.
same time, they hear (Listen DC 17) a gentle scraping of gears. If
the PCs investigate, they find that the blocked-off wall at the end
of the corridor is now gone—and a spanking-new Mauler sits at This vaulting chamber is the central meeting area for humans
the bottom of the pit trap, and it shambles after the PCs as they living in the Skull. They are pathetic creatures either raised by
investigate the hallway. Zoltan Zaska and force-fed his self-serving lies, or they are victims
the wily ghoul had kidnapped and pressed into service. Children
Headstone: hp 85.
and captives alike are forced to worship Zoltan as a god, and the
Skull-Dugger Maulers (2): hp 86.
pistol is the focus of their devotions, an emblem of Zoltan’s power.

Behind Red Eyes (EL 1) The walkway continues around the room, clockwise, and in one
circuit corkscrews down to the floor of the atrium. Built into the
The corridor extends straight for about 30 feet, and then curves wall along the way are entrances to various chambers that reveal
to the leftsloping gently upward. The corridor, like the rest of the different aspects of Zoltan’s lurid designs.
skull, is smooth white ceramic, with just enough flat space down
the middle of the floor for easy walking. As they walk, from all
sides the PCs can hear the echo of strange, atonal music—the
Born Under a Bad Sign (EL 1)
same kind they heard in the Processing Plant. The music and Along the wall here are semicircular portals, and behind them,
the Skull’s ambient sounds are disconcerting at first but quickly in full view, is a nursery, with cradle upon cradle filled with
enough become background noise. babies. Two Drawlers patrol the aisles, attending to the crying
infants. Just as in the Processing Plant, the automatons seem
After another 100 feet or so, the corridor curves again to the left,
surprisingly gentle with the babies, picking them up and rocking
becoming a walkway.
them to sleep, feeding them milk from a beaker, and adjusting
their covers. Still, the scene is vaguely unsettling. More so if
As the corridor bends, the wall falls away, and you the PCs notice (Spot check, DC 17) the painting of a fetching,
find yourself on a gangplank overlooking a vast atrium dandified pirate hanging on the wall of the room, a pirate who
bathed in crimson light—from the round ruby windows, somehow manages to be roguish and beatific, cradling a child in

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- Act II, Part II: The Boneshaper’s Throne -
his arms. Female PCs must make a Will save (DC 27) to avoid If you want, use the history lesson as a chance to give the PCs some
swooning at the sight. Male PCs who fail the same save feel background on Zoltan and the Full-Fathom Five. The Drawler more
woefully inadequate. or less gives an account of Zoltan’s career and the events leading up
to the sinking of Francisco’s fleet—heavily tilted toward Zoltan’s
The babies are the byproducts of Zaska’s search for a body to
perspective, of course. So Black Jenny was the most beautiful
inhabit. They are raised here until they can fend for themselves
woman in the world, a siren of the deep; Ezekiel Carthy was a
among the savage tribes in the jungle, at which point they must
coward and a boor, and so on. According to the Drawler, Yarash
prove their worthiness by fighting their way back to the Skull.
was a virtuous sea-god who rescued Zoltan (and, at Zoltan’s urging,
Here, and in the rest of the education rooms, the children are a four lesser but worthy captains) and that the Full-Fathom Five were
mix of boys and girls. And here, as in the barbarian camps, the Robin Hoods of the sea, instead of the Baader-Meinhoff gang.
PCs can make Spot checks (DC 20) to notice the striking family
Skull-Dugger Drawler: hp 50.
resemblance between the students. But when the PCs see the
paintings of Zoltan Zaska, they realize the residents of the island
don’t just resemble each other; they all look like their pirate papa. School for Scandal (EL 1)
Be sure to remind the PCs—particularly lawful or strongly good Adolescence. Under the watchful eyes of Drawlers, several groups
ones—about the rooms in this section when they make their final of teenagers learn the ins and outs of courtly life. Several teens
charge against Zoltan. If they take the pistol and abandon the practice sword fighting, while others learn proper manners at an
Skull, they’re leaving the defenseless inhabitants of the fortress elegantly appointed table (served by several liveried Haulers)
to their fates. Who but the Drawlers will look after these little and others learn to dance the quadrille, with Drawlers as partners.
tykes? (Somehow, they’re keeping time with the atonal music coming from
Skull-Dugger Drawlers (2): hp 50. the gun.) Once again, there’s a portrait of Zoltan, but this time, it’s a
mural showing him leading a charge on the deck of a ship; attending
a courtly ball; and kissing the hand of a lady prisoner.
History Lesson (EL 1) Here, and elsewhere along the walkway, if the PCs start trouble,
The next attraction in Zoltan’s parade of grotesqueries: five-year- the humans generally step aside and let the Skull-Duggers do the
olds to 10-year-olds being drilled in pirate history by a Drawler. fighting. (The Drawlers put up token resistance, protecting their
Again, a portrait of Zoltan hangs at the front of the room, but this charges at all cost, and calling for Maulers. Five of them show
time he’s at a desk, deep in thought. A Spot check (DC 12) reveals up in 1d6 rounds, followed by an additional five every 1d6 rounds
the children wear different-colored robes (basically, contrasting thereafter, as needed.)
shades of red) and that the colors seem to correspond to the
The only humans who will put up a fight, and a valiant one, are the
children’s ages (Intelligence check, DC 12).
fencing students, who go up against the PCs sans armor and with
rubber-tipped rapiers. (Be sure to make it clear just how much of
a mismatch it is to the PCs: a bunch of high-powered adventurers
taking on 12-year-old kids.
Kids (30): hp 6, AC 13, +1 to hit with rapiers, 1d6-2 damage.
Skull-Dugger Drawlers (10): hp 50.
Skull-Dugger Haulers (3): hp 53.
Skull-Dugger Maulers (5): hp 86.

The Church of
the Poison Mind (EL 1)
In a domed, red-lit chamber, young men and women sit in rows
before a podium, where a Drawler in white robes stands. At his side
is a fountain; behind him is a fresco of Zoltan Zaska being raised out
of the ocean by a stylized, sanitized Yarash. (Below Zoltan, Yarash
saves four smaller figures in the same way; if the PCs have been to
the other islands, they may recognize the figures as other members
of the Full-Fathom Five. They certainly recognize Ezekiel Carthy.)
The automaton holds forth for the assembly on the general
beneficence and magnificence of Zoltan Zaska, who provides
bounties of food, who keeps those in the Skull in peace and
harmony, and who lets the brutes in the jungle give vent to
their passions but not destroy each other. Zoltan’s general
wonderfulness reaches its apex in the Great Pistol, the relic
the Lord of the Oceans gave to him and which enables him to
maintain his subjects in the lifestyle to which they have become
accustomed. “Someday,” he says to the boys in the audience,

116 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
“you will return to the savage lands beyond this castle and try to up to the character with the strongest do-gooder instinct and makes
become the image of your master—to lead the barbarians beyond an appeal to his honor and sense of justice.)
their bloodlust so that they may return to the master’s fold.
Before the PCs can argue, the Maulers are upon them. The fight
And you,” he says to the women, “you have the most glorious
shouldn’t last long, but the pistol calls for reinforcements, and
responsibility of all—continuing Lord Zaska’s line, until he
there’s the sound of tromping feet from above. Carlotta points
decides his people are worthy of salvation and he rejoins them
the PCs toward the ramp on the opposite side of the room, telling
from his secret chambers in the upper reaches of the fortress.”
them to hurry!
The congregants look rapt, but a Spot check (DC 15) reveals
Carlotta Ramplin: hp 10.
something more sinister. Not only do the men all have that “Zoltan
Skull-Dugger Maulers (2): hp 86.
Zaska look,” the women all have identical faces: dark, glinting
eyes, black curls, long, straight nose, and full lips. The PCs have
seen this face before, perhaps in person but certainly on canvas.
An Intelligence check (DC 17) jogs their memory: it is the face of
Ramping Up (EL 1)
Black Jenny Ramsey, former Full-Fathom Fiver and Carthy and Both ramps lead to the same place: another walkway, located above
Zaska’s love. While the PCs watch, the Drawler calls the women the one the PCs descended when they entered the atrium. Here, too,
to the fountain, and they all take a drink. This is a potion of alter are semicircular notches cut into the ceramic that serve as rooms.
self (as per the alter self spell, CL 10), keyed to reproduce the face
of Black Jenny; it has the same beguiling properties as the healing
potion Zaska pours down on the villagers after a battle. The women The Kids’ Room (EL 1)
have been persuaded the drink helps them focus their thoughts and There are rows upon rows of bunks in this room, ranging in size
meditate more closely on the glory of their ghoulish lord. to accommodate children and teenagers (all boys). The obligatory
Skull-Dugger Drawler: hp 50. portrait of Zoltan shows him standing on the deck of his ship,
gazing wistfully but manfully at a moonlit ocean.

Shadow of the Gun (EL 1) Something for the Ladies


Small clusters of milling people—mostly children under the instruction
of a Drawler or women traveling in groups— fill the atrium floor of the This room is a women’s dormitory, set up much like the children’s,
atrium. None of them pay much attention to the PCs. They all seem to with several rows of bunks. But it features a much less relaxing
be in awe of the gun, and it certainly is impressive. Up close, the PCs portrait of Zoltan as a conspicuously nude satyr.
can see that it’s covered with gold curlicues and engravings that seem
(Spot check, DC 25) to mirror the paintings in the Temple of Harrimast
back in Freeport. (In this case, of course, Yarash takes center stage in
Where the
the action.) And there’s one more thing: scripted onto the side of the
pistol in large letters is a word: ARKABUS. Magic Happens (EL 12)
The atrium has two exits: steeply sloping ramps on the north and Set off at some distance from the dormitories is a small stone
south sides of the room. platform, on top of which sit four carved Headstones, each pointing
in a primary compass direction. The PCs won’t learn this initially, but
this platform is the only known access point to Zoltan’s chambers,
The Daughters of hidden high in the fortress. When Zoltan wants to see someone in
person, he opens a teleportation circle directly atop the stones and
Darkness (EL 9) closes it after the invitee, precisely one round later. Meanwhile, the
Headstones keep an eye out for potential piggybackers.
Let the PCs wander and explore as much as they wish. But at some
point, have them stumble across the secret passage upstairs or These Headstones, in fact, have a number of special properties:
stage the following encounter. • The heads rotate as a group, not independently (something
There is a shout from the ramp closest to the PCs, and all of a like the chambers of a revolver), and they rotate at the start
sudden, the gun’s music goes silent and a booming voice echoes of every round.
through the atrium: A daughter of darkness is among you! Avert • The Headstones only begin actively watching when they’re
your eyes! She has violated the grace of Zaska! attacked or one round before the teleportation circle is
Whereupon a woman comes running down the ramp, closely about to appear, and they go dormant after the threat or the
pursued by two Maulers. When she sees the PCs, her eyes go door is gone.
wide, and she runs straight for them. Her face does not match • The Headstones point only in the four primary compass
Black Jenny’s. Her name is Carlotta Ramplin, and she needs directions, which leaves a wide blind spot on every side.
help. Desperately. PCs could, for example, hide in the sentries’ blind spots
At this point, select the PC who has the closest connection to a god, until the circle opens and then make a Jump check (DC 18)
such as a cleric or paladin. Have Carlotta approach that PC and to leap through without crossing the stones’ line of sight.
say something along the lines of, “You’ve come—just as [INSERT • The Headstones can’t tilt back to fire at flying opponents.
GOD’S NAME HERE] foretold! Please! Help me! Things are worse
than you know!” (If you don’t have a cleric or paladin, Carlotta runs Headstones (4): hp 85.

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- Act II, Part II: The Boneshaper’s Throne -
Carlotta’s Story...
Carlotta Ramplin Carlotta was the cartographer on the Johnny Basilisk, which was
sucked into Hell’s Triangle. Soon after they washed ashore, Zoltan
Carlotta was a cartographer on the Johnny Basilisk appeared in his flying fortress and captured all the women from the
before an unexpected storm took her tiny craft and crew. He made them drink potions that changed them, made them
plunged it through Hell’s Triangle. While the rest of look like some woman he loved long ago. And night after night, they
the sailors sank into barbarism, Carlotta—and several were taken into Zoltan’s chambers. Eventually they bore his children.
other fellow crew-women—were taken into the Skull. Those children in turn became his slaves, raised to be mirror images
Most of them succumbed over time to Zoltan’s potions of Zoltan himself before he released them into the wild.
and charisma; Carlotta was tough-minded enough to
resist. She’d spit out her portion of potions and warn But Carlotta broke away. She hid in the deep recesses of the Skull,
her children, when they came, that Zoltan was not to be a spot even Zoltan didn’t know about. While she huddled, alone
trusted. and afraid, she began to dream, which she attributed to being
messages from a great and powerful god she had never heard of.
It didn’t do much good. Zoltan realized what she was The god told her to wait, to pray, and to be strong; he would send
doing, and he decided she might be useful as a test warriors, the greatest that ever roamed the oceans, to destroy
for potential hosts who broke into his fortress. Would Zoltan and lead the lost crews back home.
someone who was trying to unseat Zoltan succumb to
honor and chivalry and help the woman, or would the So Carlotta built an altar and founded a congregation. She risked
intruder remain coldly devoted to his purpose? her life sneaking around the concubine quarters and spreading her
message. Eventually, she found women strong-willed enough to
So Zoltan allowed Carlotta to build a following, and he break away from Zoltan’s lies and hide out in the tunnels, waiting
even fed select women weakened doses of his potions, for deliverance. And here is that hideout.
thereby allowing Carlotta’s words to pierce the chemical
fog. Now they have a society, carefully hidden in the
nooks of the Skull. And they have a vision: the gods will Carlotta’s Plan
send heroes to lead them out of bondage. Zoltan, Carlotta says, lives in chambers in the upper reaches of
Little do they know Zoltan knows of their prophetic the Skull, behind impregnable defenses, and never comes down
hopes—and he fully intends to exploit them. to the atrium. The only way to travel upstairs is the teleportation
circle Zoltan opens on the hallway platform when he summons a
concubine. But Headstones guard the platform on four sides. The
Daughters have tried to send spies through before—waiting until a
The Nautilus Junction (EL 4) concubine was summoned, and then rushing through the door after
her—but the Headstones spotted the assassin each time and burned
This occluded passage, formed from a series of folds in the her to death.
superstructure, looks like a lightly shadowed section of wall. So the PCs must find a way past the Headstones and through the
Finding it is nearly impossible (Search check, DC 30; Spot check, teleportation circle to reach Zaska. But there are a few bends in
DC 35). If the PCs are with Carlotta, she leads them to the passage that road. The following plot twists should be used to keep the PCs
unhesitatingly, and as she passes through it, seems as if she’s off balance as they plan their attack.
vanishing into the wall itself.
Beyond this snarl in the superstructure lies a series of catacombs,
low and narrow. Carlotta moves through them swiftly, and it takes
The Seeds of Dissent I
some work to keep up with her. Zoltan has been keeping a close eye on Carlotta and her Daughters
of Darkness, and he long ago decided to use them as one of his
Eventually, the passages open into a series of domed chambers, mind games. Zoltan himself sent Carlotta’s the prophetic dreams,
filled with women, who, like Carlotta, have their own faces. Carlotta and they include a special caveat: The God, Carlotta says, gave her
promptly announces that the PCs are the promised ones sent to a piece of wisdom about Zoltan: he can’t be killed or imprisoned
relieve their suffering, at which the other women swarm the PCs and unless the pistol he carries is destroyed.
thank them profusely—particularly the cleric (or otherwise straight-
and-narrow character) whom Carlotta singled out earlier. Play up this fact, as well as the cleric’s potential duty to her god.
You might also link the rescue of the prisoners to some larger task
Just as the PCs start to wonder what’s going on, Carlotta steps the god has set for the cleric. Let’s say the cleric swore to use the
forward and leads the cleric to a chamber off to the side. There she loot from Yarashad to build a temple in Freeport. Carlotta may
displays a crude but recognizable altar to the cleric’s deity, and say she swore an oath to help in constructing that temple. (“The
launches into the story about how she came to build it. god showed me an island city and a temple rising from the barren
(If you don’t have a cleric or otherwise godly character in your ground. I swore I would use my own hands” etc.) However you
party, choose the character who seems bound by the strongest moral do it, make sure it’s very clear that the cleric must choose between
code. Frame the story below not as a divine obligation, but a request capturing the relic (and thus getting the treasure) and destroying
that must be carried out for honor’s sake. If your party doesn’t have the relic, and thus serving her god and fulfilling the prophecy.
anybody who’d be swayed by that argument, put it in personal Most likely, the cleric won’t take this at face value. That’s fine.
terms—play up the suffering Carlotta and the Daughters have gone Zoltan’s goal isn’t to force the PCs one way or another but to see
through; present it as being beyond the pale by any standard.)

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how they react. With any luck, Carlotta’s story at least plants some see a shadowy form in the dark, but they couldn’t swear it was
seeds of turmoil when the party decides what to do. actually the pirate or even a humanoid.
Speaking of which… Introduce these whispers however you see fit: have a Daughter of
Darkness lay out the case, give the PCs a few threads, and let them
The Seeds of Dissent II make the connections, or have the PCs stumble across the “big
secret” themselves.
While the godly character listens to Carlotta, another Daughter
of Darkness, Sara Kestel, approaches the party member who • “The ones with the real power seem to be those skeleton
appears to be the toughest, least-nonsense character, the fighter men; they run everything, they do all the work, and Zoltan
or barbarian, say. (If the toughest, least-nonsense character is never shows his face. Maybe he doesn’t even exist!”
also the cleric/honor-bound one who’s talking to Carlotta, choose • “I think Zoltan doesn’t have a body at all. I think he spread
the sneakiest one, or the most chaotic one—the rogue or the his spirit around all those skeleton men. To get off the
loose cannon.) island, you must destroy them all. Luckily, I just found a
Sara leads the PC to a side chamber, clearly nervous. Her story secret tunnel that leads to their command center.”
is just as painful as Carlotta’s: she was a member of the Eomer • “I think Zoltan doesn’t have a body at all. When we’re up
Fitzgerald’s crew; Zoltan took her from them, and the Daughters there with him, there’s no light and no sounds, not even any
eventually rescued her. She owes Carlotta everything, but she breathing—the only thing we ever see for sure is that dam-
thinks her leader is mad with all this god business. Sara wants to nable gun. I think it’s some machine that’s with us, not him.
be rescued as much as anyone else, but she doesn’t think Carlotta I think his body fell to pieces long ago; I think his spirit’s
realizes what’s really going on here. in the Skull, and the only way to stop him is to find a way
And what might that be? Carlotta, Sara says, thinks these back to that engine room and destroy all that machinery.
warriors from god (the PCs) are going to lead everybody back Luckily, I just found a secret tunnel that leads there.”
home. Carlotta needs to open her eyes. The people in the jungle • “You know, I’ve never seen Carlotta around when one of
are savages, and everyone inside this Skull is a doped-up slave. the women gets called to Zoltan’s chambers. She claims
These people are unsalvageable. she’s meditating alone during that time, but, if Zoltan can
And the gun. Carlotta’s fixated on destroying that gun because change our faces to match some dead woman’s, maybe he
Zoltan tortured her with it before she escaped into the catacombs, can change himself too.”
and she wants it gone from the world for good, no matter • “You know, I’ve never seen Sara around when one of the
how powerful it is and no matter how much it could help. women gets called to Zoltan’s chambers. She claims she’s
(Carlotta will admit to being tortured by the pistol but insists— meditating alone during that time, but, if Zoltan can change
unconvincingly—that it isn’t skewing her judgment.) our faces to match some dead woman’s, maybe he can
The real problem isn’t the gun, Sara says. It’s the people. Zoltan change himself too.”
has put a little bit of his essence into all of his children on this • “You know, it’s awfully convenient, you guys showing up
island. That’s how he’s sustained himself, by spreading out his like this. How do we know Zoltan didn’t send you here?
life essence broadly, so that as long as one of his children is How do we know you’re not Zoltan, for that matter? Maybe
alive, he has some power. Why else would he bother breeding you should do something to prove yourselves!”
children and keeping them alive? If you want to kill Zoltan, she
says, you have to kill every last child he’s sired.
Options
Does Sara really want that? Of course not, she says. She wants
The PCs have a number of options open to them. Here’s a look at
to get out of here. But she doesn’t think anyone can leave while
some of them, and how Zoltan will react.
Zoltan remains, and he can’t be harmed while his kids are
around.
The Cyberiad (EL 20)
Sara, like Carlotta, is telling the truth—as she knows it. Just as
Zoltan sent false dreams to Carlotta, he sent emotions of despair The PCs think the Skull-Duggers are the power behind the throne,
and dread to Sara, and her mind filled in the blanks. Again, the or the power on the throne, and make an all-out assault. For
PCs likely won’t take this at face value and start slaughtering purposes of this scenario, the Skull-Duggers have a “home base”
everyone on the island. Zoltan is planting seeds here, to see just hidden in room three of the Hexagon of Evil. (The PCs can, for
how far the PCs will go to achieve their ends—and to keep them example, follow the automatons back to this hideout after they
as off-balance as possible. make their rounds.) The PCs may discover a secret door in the
wall that leads to a tunnel lined with grotesque, H.R. Giger-esque
Sara Kestrel (Typical Daughter of Darkness): hp 6. bio-machine parts. The tunnel eventually surfaces in the Machine
Shop, which has been turned into a vile cathedral to an unholy
The Seeds of Dissent III automaton lord, a Drawler with a red head. Three teams equal
in strength to the crew in the engine room man the temple. (This
In case the PCs suspect Zoltan is behind the other bits of time, the Haulers attack by trying to flip players onto the eerie
misinformation, or they’re just ignoring the misleading details metal ribs sticking out of the altar.)
altogether, sprinkle in one or more of these tidbits. All of these
seeds are rooted in the same basic idea: nobody actually ever sees All of this is a setup, of course. Zoltan allows the battle to rage,
Zoltan, not even the concubines he calls to his chambers. They but when the PCs return to the Daughters’ hiding place, they find

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the place ravaged. Several Daughters are dead, and Carlotta has Daughters comes running after them, screaming that Zoltan
been kidnapped and taken to Zoltan’s quarters. kidnapped Carlotta and they need to come help now.
Secret Door: Search (DC 17).
Skull-Dugger Drawlers (2): hp 50.
Yeah, Yeah, Yeah
Skull-Dugger Haulers (6): hp 53. The PCs suspect all the warnings and prophecies and whatnot are a
Skull-Dugger Maulers (3): hp 86. smokescreen, and instead, they go straight for Zoltan. If they take this
route, you may want to toss a few more curveballs their way from
Be All Ye Can Be (EL 20) the Seeds of Dissent III section. So how do the PCs get past the
Headstones? A PC might drink one of the concubines’ potions of alter
The PCs pull a Spartacus and lead a revolt among Zoltan’s thralls.
self and take her place on the teleportation circle. Or PCs might lurk on
It takes a lot of work to break through Zoltan’s conditioning,
the underside of the walkway, using a fly or spider climb spell, and then
but the PCs can stir up the islanders. Zoltan will be absolutely
make an unexpected break when the circle appears. Or they might take
thrilled at this development, and he’ll send all the Skull-Duggers
advantage of the Headstones’ blind spots, as mentioned earlier.
he can muster (figure five engine-room-strength teams) against
the hordes and watch carefully to see who’s still standing when
the smoke clears. If the PCs come out on top, he disguises himself
Section Three: Pluses and Minuses
as a Daughter of Darkness using alter self, and then goes after Malcolm McDowell Memorial Award: +100 XP for leading a
the PC who has most strongly distinguished himself in the fight. rebellion among the schoolchildren.
Then he attempts to lead the PC back to his chambers using the My Hero!: +100 XP for making a special effort to save the babies
teleportation circle on the hallway platform. and assorted young ones.
You Cad!: -100 XP for not giving a second thought to the babies
Am I Evil? Yar, I Am and assorted young ones.
Pizza Delivery: +100 XP for coming up with an off-the-wall plan
The PCs take Sara’s speculations to heart and decide to slaughter
to storm Zoltan’s chambers.
Zoltan’s children. This scenario, obviously, is extremely unlikely,
I Ain’t the Hero Type: -100 XP for turning a deaf ear to the Daugh-
but if the PCs march off to start cutting throats, one of the
ters of Darkness.

Section Four: Being Zoltan Zaska


Z
oltan designed this island as a test to see if anyone could “Even being born was a challenge for me,” Zaska says. “My twin
match his objective pirate abilities—his daring, his sister died in the womb, and as she did, her umbilical cord wrapped
strength, and his cunning. The traps in his inner sanctum itself around my neck. I escaped strangulation and made it into the
test something much more subjective: he wants to see if world by the slimmest of margins. Perhaps you can do the same?”
anyone can survive the specific challenges that Zoltan encountered
At that, a section of the wall on the opposite side of the room
during his lifetime?
shimmers away and two chuuls enter. The creatures promptly
One of Zoltan’s sons controls each of the following sections. scurry through the maze, snorting and clicking their hideous claws
These sibling sentinels are the only islanders who fought their as they bump against the invisible walls.
way back into the Skull after their father kicked them out. The
The race is on! Unless the PCs come up with a particularly clever
individual sections that they guard are the very ones that ended
way to search the walls for entrances and exits, assume they can
their fight against their ghoulish pop.
travel at only half their move rate through the maze. Since the
chuuls know the territory, they can travel at their full move rate,
A Maze of Death (EL 12) and they head straight for the PCs, attempting to surround the
party using their knowledge of the maze.
The teleportation circle deposits the PCs in what appears to be an
empty room of gleaming white ceramic. In the middle of the room After the PCs crack the lobsters and reach Zoltan, he reveals his
stands a man dressed in full-on swashbuckling gear: a longcoat, secret: he’s not the man himself, but one of the Sons of Zoltan who
tri-cornered hat, and polished boots—the whole nine yards. returned to the fortress to fight his father. Only the chuuls stopped
The PCs have seen this fellow before; indeed, it’s Zoltan Zaska, him. He would have died, but for the mercy—and cruelty—of
looking as young and roguish as ever. the ghoulish pirate. Zoltan spared his life, but condemned him to
guard this maze for the rest of his life.
If the PCs approach Zoltan they get a bump on the head. The room
is filled with invisible walls—completely non-reflective, frictionless The Zoltan manque wishes the PCs terrible luck, waves his version
glass—that stretch from floor to ceiling. It’s a glass maze! of the artifact pistol at the ceiling, and says, “Arkabus.” Then a
hatchway opens in the ceiling above him, leading to the next test
Zoltan booms out a hearty hello, and he explains what’s going on the agenda.
on. The PCs have done admirably well on all of his tests so
far. They have proven themselves superior in mind and body. The Zoltan clones end each encounter the same way. Do this to
But now they must prove that they could take on the toughest suggest that the pistol has powers and that it requires a command
challenge of all: being Zoltan Zaska. “Can you survive the same word to operate. This sets up the climax of the Last Waltz scene.
challenges I have lived through? If so, you earn the right to meet Chuuls (2): hp 127.
me face to face!”

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Zoltan’s Intentions Toward the PCs
Zoltan views male PCs as test subjects. Zoltan is intrigued by these newcomers, and tests them to see if they’re worthy of
possession. He views female PCs as potential concubines, but Zoltan won’t go out of his way to add them to his harem (or let
down his defenses enough to do something foolish, such as wandering the lower precincts of the Skull in person). Zoltan has a
weak spot for women, but he is ruthlessly focused on claiming a new body so that he may return to Black Jenny, the woman he
loves. If he learns the PCs have any artifacts, he weaves them into his plans. His first priority is to possess a suitable PC, and
then he intends to get his hands on the arcane items.

When the PCs do hit the books, there’s one more surprise. In the
Toys in the Attic (EL 15) middle of climbing (four Climb checks, DC 20 each) the books,
new enemies crawl out from between the leaves: a host of 30
The PCs emerge in a nightmare version of a young boy’s room.
bookworms. (If the PCs happen to climb onto the bed, they run
There’s the normal furniture (bed, writing-desk, dresser, bookcase,
into bedbug versions of these critters.)
toy chest) and mess (toys and books scattered on the floor), but
everything is five times normal size. Zoltan taunts the PCs until they reach the window. (“Do you
have the courage to leave all this behind and escape to the wild
The PCs quickly realize they’re not alone. From the far side of the
ocean?”) Outside is a precipitous drop some 100 feet straight
room, a voice booms out a hello. It is another Zoltan clone, sitting
down to a windswept, sea-battered coastline. Amidst the roiling
on the writing-desk by the window (through which the PCs can
waves, a ship pitches against the rocks.
hear waves crashing against rocks and smell salt air).
If the PCs start to climb out the window, once again the Zoltan
“Aha,” the Son of Zoltan announces, “you’ve made it through
clone wishes them ill fortune, as they take a step that he could not.
infancy. But what happens when you start to grow and learn and
He then waves his pistol, holler, “Arkabus!” and vanish.
the world starts to crush you? My parents gave me everything,
but it meant nothing! I was hollow inside! The only thing that The players can lower ropes, spider climb or just plain crawl down
filled me, my only salvation, was the written word—and the lure the side of the castle and cliff to get to the boat, requiring five
of the sea!” Climb checks (DC 20 each). And so begins the next challenge.
Zaska clearly has some issues, but they don’t stay abstract Bedbugs (wingless stirges) (15): hp 5.
for long. To wit, the toys on the floor come to life and begin Bookworms (wingless stirges) (30): hp 5.
attacking the PCs! These include a teddy bear, a set of tin
soldiers (Maulers in “Nutcracker” regalia, carrying sabres and
rifles that do the same damage as their regular weapons) and a
marionette dragon. In addition, when the PCs pass Zoltan’s
bed, his evil security blanket, which droops off the near side
of the covers, comes to life, and it attacks, as well. On his
nighttable, if the PCs venture up there, is a plate of a wobbly
jelly dessert. The whole time, Zoltan sits on the desk, kicking
his legs over the edge and taunting the PCs with observations
about his cruel childhood (“They wanted me to grow up fat
and respectable, just like my father! So they lavished me with
presents! But I spat them back, and took comfort in tales of
fantasy and adventure!”).
This theatrical recitation does serve a purpose: to guide the PCs
toward the exit. Propped next to the writing-desk is a stack of
books that forms a makeshift staircase leading to the windowsill.
And that’s where the PCs need to go to escape the room. (If
they’re not catching on, feed them some hints. Have Zoltan
tell them that they need to do what he did to survive here, and
then have him repeat that he made his escape from stultifying
aristocratic life in books and the sea.)
As always, play up the environment during this section; this is a
giant kid’s room, after all. If the PCs want to run under the bed,
have them stumble over giant coins and huge cookie crumbs
(with gargantuan rats to nibble at them). Or let them hide behind a
massive rubber ball and push it ahead of them, using it as a shield,
and crushing their opponents. They might climb a shoe and jump
inside for protection. Zoltan’s a weird guy, and the room should
reflect that.

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Evil Security Blanket (Gibbering Mouther): hp 115. This test isn’t about indiscriminate killing, however. Zoltan knows
Marionette Dragon (Very Young Green Dragon): hp 68. the PCs have brute force, cunning, and persistence. Now he wants
Teddy Bear (Brown Bear): hp 105. to see if they have style. Zoltan, remember, made his name as a
Tin Soldiers (Skull-Dugger Maulers) (4): hp 86. romantic pirate of the Errol Flynn/Douglas Fairbanks variety;
Wobbly Jelly Dessert (Gelatinous Cube): hp 135. he didn’t leave captured crews bleeding; he left them sighing in
admiration. Now he wants to see if the PCs can pull off the same
kind of bravura performance.
Pirates and Plunder (EL 10) To that end, the merchant crew fights as comically and colorfully
The PCs barely have time to reach the boat and find their sea legs as possible, throwing of barrels, swinging on ropes, and plunging
when Zoltan’s voice booms down from the crow’s nest. “This is into the sea with loud splashes and comical cries. Sailors curl
where I made my name! On the open seas on moonlit nights! How their lips and leap up into the rigging to dodge attackers. Cabin
about you, my hearties? Do you have what it takes to fight on boys attack the PCs with mops. Plump merchants in waistcoats
another man’s decks?” run around crying, “Good heavens!” (One of them, tellingly,
At which point the PCs notice the cliffs they descended have shout, “My daughter! Dear Jennifer must be kept safe from these
vanished. Open ocean surrounds them on all sides, except off to brigands!”)
starboard, where they find themselves pulling alongside a big fat But there’s more: all these comical seafarers try to do subdual
merchant vessel. (Assume they’re at boarding distance within one damage only. If the PCs respond with deadly force, Zoltan makes
round, unless they want to trade insults with the opposing crew or them pay for it. Every time a PC does normal damage to a foe, that
do something fancy.) opponent attempts to do normal damage on his next attack, not
If the PCs choose not to fight, they are in trouble: there’s nobody subdual damage—and the bad guy gets a +10 bonus to his attack
else on the pirate ship, and the merchant’s crews swarm onboard and damage rolls for that strike. The bonuses go away if the PC
and start attacking. makes a subdual attack the next round.

The Pistol of Yarash


The Pistol of Yarash, which never leaves Zoltan’s person, appears to be made of polished mahogany, with a barrel of polished
mithril and elaborately carved golden inlays on the side that depict scenes from Yarash’s bloody pirate career. Though largely
ceremonial, the pistol has one offensive capability: it can shoot a fireball three times per day as cast per a 10th-level caster.
Zoltan can use this function at will; for PCs it’s a Straightforward Task, as outlined in the Using the Artifacts of Yarash on
page 65. Note that firearms were only invented in Freeport five years ago, so hundreds of years ago the Pistol of Yarash was
strange and wondrous. It is possible that legends of this weapon that shot gouts of fire inspired Kolter to create his weapons.
The pistol’s real value lies in its control over artifacts (artifacts, in the sense of hand-made creations). The PCs can use the
pistol to create or control a simple artifact with a Straightforward Will save; a complex artifact requires a Complex save. To
use the creation power, the PCs must supply the raw materials for the item in question, such as steel for a sword, or wood for a
boat. Upon a successful save, the artifact shapes the desired item out of the raw materials, taking roughly the equivalent gold-
piece value in minutes.
If this seems an unduly powerful tool to give PCs, consider this: the PC must remain silently concentrating on the task at hand the
whole time the pistol constructs the item in question. So, anyone using the pistol to create, say, a mile-square fortress would likely
starve to death or at least collapse from exhaustion before it was done. Any interruption forces a Concentration check (DC 20).
The same holds true if the PCs use the artifact to warp or destroy objects. There is no hard-and-fast rule for the time this takes,
but use common sense here. The PCs can’t simply wave the gun, like Yarash or, to a lesser extent, Zoltan, and order a ship
to sink. It takes at least a full-round action, for example, to warp an opponent’s sword—an action that provokes an attack of
opportunity and requires a Concentration check (DC 20). To do something huge, such as crack a boat’s timbers till it falls or
raze the walls of a fortress, a PCs would have to stand and concentrate for a considerable amount of time—all the while taking
fire (most likely) and being forced to make Concentration checks.
More immediately, the PCs can use the pistol to control the Skull and all of its mechanical servants, at will, as a
Straightforward Task. Removing the pistol from the Skull, however, kills the flying fortress, causing it to become just a huge,
elaborate statue; the Skull’s army of automatons suffers the same fate.
The pistol holds another power that should be far beyond the PCs’ abilities. Zoltan found a way to mimic the most singular product of
human labor: life. With years of study, he has learned how to use the pistol to encode the specifics of physical life. In modern terms,
the pistol can take a sample of blood or tissue and reduce it to a set of algorithms that it then can reproduce precisely; Zoltan uses this
to impregnate his concubines. Of late, Zoltan has gone even further, encoding emotions and memories, which can then be deposited
into host subjects. If the PCs try to use this capability, it is a Complex Task simply to take the necessary samples; reducing them to
algorithms takes another Complex Task check; and creating the physical or emotional template requires the PC to concentrate for
a period equal to the age of the subject being reproduced. For example, reproducing the emotions and memories of a 20-year-old
subject takes two decades. Re-growing the limb of a 30-year-old subject takes three decades.

122 Black Sails Over Freeport


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If the PCs have no clue what’s going on, Zoltan calls down
explanations. (“Any dullard can kill a man! It takes a superior
creature to force him to surrender honorably! Fight with your head
and your heart, not your blade!”) On the other hand, if Zoltan
sees PCs engaging in spectacular derring-do—swinging on ropes,
leaping onto clusters of sailors and knocking them down—he’ll
shout words of encouragement (“That’s the spirit! There’s a rum
lad for you!”).
As part of this, Zoltan gives the PCs bits of his background
(“Harrimast Under the Heavens, they used to call me! Breaker of
hearts and plunderer of galleons!”). And, when the fight is draws
to a close, he gives the PCs direction about completing the test:
“The only way out of here is to find this ship’s secret treasure, my
hearties!”
The PCs find the hold stocked with crates upon crates, all of them
filled with elegant items: yards of silk, fine crystal, perfumes and
spices. The PCs can move crates, crack open one after the other,
and they won’t find an exit from the room. But if they stop and
Listen closely (Listen, DC 20), they’ can make out soft breathing
from a barrel in the corner of the room.
Inside is a girl, and the PCs recognize her easily enough
(Intelligence check, DC 15): Black Jenny. But when she speaks,
it’s Zoltan’s voice. “Yes, my hearties, yes! You’ve found my secret
treasure. She was nothing when I found her, just some wealthy brat.
But soon enough I realized I had been nothing before I found her!”
Whereupon the alter self spell dissipates and Black Jenny stands
revealed as another Son of Zoltan. This one tells the PCs that he
was so captivated by Black Jenny in this test—originally played
by one of Zoltan’s concubines—that he couldn’t bear to leave and
progress to the next test. Which, he says, is upon them right now. That’s why I built this island: to create another Zoltan,
He then waves his pistol and shout “Arkabus!”—whereupon, a one who might prove strong and wily enough to confront
hidden hatch pops open in the floor. his father face to face, to prove worthy of carrying on
my name.
Plucky Cabin Boys (12): hp 6. “And you,” he says, out of all of them, “you
Plump Merchants (5): hp 28. outsiders, have succeeded! I suppose you want to kill
Striped-Shirted Sailors (30): hp 17. me. Here! Do it! Do your worst!”

At Long Last, Zoltan (EL 4) If the PCs parley, skip to the next paragraph. If the PCs approach
and attack, the Zoltan clone falls and cowers, begging for mercy.
The PCs drop through the hatch and end up the same maze room
where they began. The walls have been taken down, and the
remains of the chuul battle have been cleared away, but the PCs “Look at me!” he says. “The release of death is so
are not alone. A woman lies crumpled in the center of the room. close...and yet...still I cower and cling to what puny life
Carlotta. I have.”

She’s in no condition to talk, but she mumbles something about


being taken into Zoltan’s chambers and beaten with the pistol Zoltan then offers the PCs the pistol artifact, which hangs off his
artifact. At which point a teleportation circle opens on the other belt, but give them a stern warning. “I give you this in place of my
side of the room and a stooped, withered creature in tattered finery life,” he says. “And I have put powerful magicks on this weapon
appears. This is another one of Zoltan’s sons, one who failed this to guarantee that you don’t take both! Lay hands on this pistol, and
penultimate test, but the PCs won’t know that. Needless to say, the it will transport you to your ship immediately and erect a magical
pistol he carries on his belt is not the genuine article. barrier around this island. You will have your prize, but you can
never return here! And none shall ever leave!”

“You’ve found me at last,” Zoltan says. “In life I At which point the PCs face an obvious choice. If they believe Zoltan,
was something to behold. Now look at me! Look at how and they take the pistol, they must abandon Zoltan’s captives to their
death has ravaged me, what kind of a creature it has fate. (You can have Carlotta interject some choice encouragements to
turned me into! Snatching meager amusements from underscore the point—”Don’t listen to him! He’ll kill us all! Destroy
narcotized slaves, like that wretched girl there. Trying to the gun and kill him!”) If they don’t take it, they face the prospect of
create an heir that might remind me of what I once was. killing a creature that’s begging for its life—and then figuring out a
way to de-bug the pistol. (Presuming they believe Zoltan.)

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Zoltan and the Artifacts
Sextant: If Zoltan grabs the sextant, he tries to collect Black Jenny, and he then take her back to Freeport.
Bell of Yarash (the Ship’s Bell): If Zoltan gets the bell before he possesses a player, he uses it to shape his own rotting flesh and
make himself more presentable. If he grabs it after possession, he uses it as a contingency plan to control the vampire Black Jenny
and force her to love him again if she spurns him. He also uses it to keep the rest of the Full-Fathom Five at bay if they attack.
Spyglass: Zoltan realizes at once that the spyglass, in his hands, can’t open a gate to Freeport. But he can use the device to
perform Straightforward Tasks at will, and Complex Tasks at DC 20.
Hook: If Zoltan ends up with the Hook of Yarash, it means the PCs destroyed his lover, and he goes psychotic with rage. Pity
the PC who killed her and any other creature that gets in Zoltan’s way. He can use the hook to perform Straightforward Tasks
at will and Complex Tasks at DC 20.

In reality, this is Zoltan’s final test. Will the PCs grab for the easy Zoltan explains that he has been watching the party closely during
money—the pistol—or opt for danger and romance—saving their adventures, and they have made a fine impression on him. If
Carlotta and her fellow slaves? Zoltan sees the choice as the same the PCs can best him in a fair battle, Zoltan proudly meets his fate
one he faced when Francisco’s fleet was destroyed. Stay with and hands over the pistol. To risk everything on a single clash of
the ship and leave behind him a romantic, but uncertain, legacy, blades, what could be more romantic?
or clutch for safety at the cost of his soul? Zoltan hopes to find
But it won’t be a straightforward fight. Zoltan uses the room and
someone who takes the high road that he couldn’t.
his abilities to his fullest advantage, doing wild tumbling moves,
The PCs can pull any number of ploys here. But the results bouncing off the pipe organ, and so on. (Invent any scenery that seems
boil down to this: if the players make a definitive action that fun and appropriate, like staircases and balconies.) He uses the pistol
shows they’re not going to grab the gun, the Zoltan clone says, as appropriate, trying to warp opponent’s weapons, set their arrows
“Arkabus,” and a teleportation circle opens immediately, leading aflame and even turn the very materials of the room against them
to Zoltan’s chambers. If somebody does grab the gun, he must (animating the curtains, etc.). He can perform these feats at will.
make a Fortitude save (DC 25)—or else begin to turn into a
Zoltan genuinely tries to get a rousing fight out of his opponents.
gibbering ghoul over the course of one day. (That’s what happened
The Skull-Duggers stays out of the fight unless the PCs attack
to the Son of Zoltan currently confronting the PCs. Remove
them or the PCs gang up on Zoltan. When Zoltan is reduced to 20
curse or remove disease, vs. an 8th-level caster, will cure the
HP or fewer, he drops his sword and begs for quarter. (And also
player.) Then, as above, the Zaska clone says, “Arkabus,” and a
calls off the Skull-Duggers, if they’re in combat with the PCs.) As
teleportation circle opens leading to Zoltan’s chamber.
the PCs watch, Zoltan begins to shrivel and wither, at last showing
So, what’s different about the two outcomes? What Zoltan does his true, ghoulish face.
when the PCs materialize in his chambers.
“Well played! After the long centuries of decay, I can die knowing
I have met my better!” he says unsteadily, and reaches into his
The Last Waltz (EL 12) pirate coat for the pistol. Whereupon, he staggers up to the PC he
has singled out, and hands him the pistol and dies.
The PCs emerge in a room unlike any they’ve seen inside the
castle—completely black. As their eyes adjust, they realize that The pistol is, in all respects, identical to the huge rotating statue in the
the darkness comes from drapes, heavy velvet ones, strung around atrium—down to the word ARKABUS engraved on the side. If the
the room, covering the naturally gleaming ceramic. Two pieces PCs try to use the artifact to, say, open a teleportation circle or fly the
of furniture dominate the room: a massive four-poster bed, also ship, nothing happens. With any luck, the PCs realize Arkabus is a
curtained, and a mammoth pipe organ, which wheezes out the command word that needs to activate the pistol. If they’re stumped by
weird atonal music that fills the atrium below. this, have one of the Drawlers offer some advice. The Drawler can
also tell them that the gun allows them to command the Skull as they
One Drawler plunks away on the organ, attended by two Haulers, who wish, but as soon as it is removed from the Skull, the ship loses its
turn the pages of the sheet music. Four Maulers stand watch at Zoltan’s powers and become little more than a huge ceramic statue.
bed. A pile of flesh-crackers sits on Zoltan’s nightstand. Shortly after
the PCs arrive, Zoltan leaps from the curtains, looking and acting as The trick? Zaska isn’t dead. Using the mechanical powers the
outlined in his bio above—roguish, handsome, and charming. A young pistol bestows, he has “encoded” his spirit into the weapon’s
Bruce Campbell, say. He’s quaffed a potion of alter self. ornate carvings. This does not show up as a magical effect. As
soon as the chosen PC touches the pistol, he feels a sharp shock,
If the PCs chose correctly during the last test, Zoltan singles out as the encoded spirit imprints itself onto his hand: it looks to all
the PCs who comes the closest to his roguish, piratical ideal and appearances like a burn mark in the shape of the carvings on the
possess his body. Which is to say, he’s looking for PCs who took handle of the pistol. When the command word is spoken, the
a major role in solving the various traps, puzzles, and battles on encoded spirit activates and begins forcing itself into the PC’s
the island and who did so with grace, cunning, and élan. (He only mind. See below for how to play out this scenario.
goes after men, by the way. If no male characters fit the bill, he
settles for the best in the bunch.) If the PCs chose incorrectly during the last test, Zoltan does
essentially the same thing as above but incorporate the curse into

124 Black Sails Over Freeport


- Act II, Part II: The Boneshaper’s Throne -
his offer. If the PC who grabbed the pistol failed his saving throw, Section Four: Pluses and Minuses
Zaska pretends to soften and offer to heal him. (“I couldn’t make
the right choice, either. What right do I have to judge you?”) If the Tell Me About Your Childhood: +100 XP for actually engaging
PC succeeded in his saving throw, or was cured magically, Zoltan the various Sons of Zoltan in conversation and learning
shakes his head and says that the curse deposited a contagion that something about them. Add another 100 if the PCs convince
no magic nor force of will can reach. The PC is bound to this place the sad sacks to join the fight.
now, just as Zoltan is, and cannot leave without great suffering. He Called Your Mamma a Lich!: +100 XP to any PC who figures
(The PC feels conveniently queasy at that moment.) out Zoltan’s life story and uses it against him (tormenting
him with references to Black Jenny, Carthy, etc.).
Zoltan’s offer to the party: best me in combat, and I will heal your Smith and Wesson and Me: +100 XP for coming up with a memo-
friend. The scene unfolds as above, except the PC in question is rable response when Zoltan offers the PCs the pistol as the
“healed” as Zoltan dies. final test.

Section Five: A Pirate’s Life


A
t this point, Zoltan has more than likely forced his way the game as Zoltan Zaska. The PC could then scheme against
into a PC’s head—but he doesn’t control the PC entirely. the rest of the party, while dropping sly hints about his true
Zoltan’s plan called for a completely empty vessel, such identity. Again, this won’t work for everybody. But if you have a
as one of his children. The PC’s mind proves a tougher player who’s game, it could add an element of devious fun to the
host. So Zoltan can’t take full possession until he returns to campaign.
Freeport, or anyplace else he can get to a high-level cleric willing
to do some rites with no questions asked. In the meantime, the PC Section Five: Pluses and Minuses
isn’t aware of Zoltan’s presence.
I’d Rather Not Spend the Winter Tied to This %*$% Couch: +100
But strange things start happening. Zoltan won’t do anything to tip XP for coming up with a clever plan to suss out if the
his hand, but in some cases he simply can’t control himself. For affected PC is possessed or not.
example, the other PCs start seeing the affected PC wandering at You Look Different. Have You Lost Weight?: -500 XP all around
night, poking around the ship; the PC won’t have any memory of if the party gets back to Freeport without exorcising Zoltan
it. If there are women in the party, one of them awakens to find the first.
PC crouching over her—and, again, the PC won’t remember it. As a Matter of Fact, I’ve Been on That All-Protein Diet: +500 XP
to the affected character if he figures out he’s possessed
The possessed PC also begins to “know” things that indicate a
before the party does and plays it out with panache.
much deeper experience. He offers sage advice about sailing and
fighting (supplied by the GM after an Intelligence check, DC
15) and drops telling hints about the other members of the Full-
Fathom Five (culled as needed from their biographies). If the PCs
take him to Black Jenny’s island, he becomes torn to the point
of madness: Should he reveal himself or wait until he has full
possession of the body? Should he reveal himself to the Twins and
try to free them? In the end, his recklessness wins out. At some
point during the night, he breaks off from the rest of the party and
tries to scout out Black Jenny’s hideout on his own. The PC comes
to his senses wherever Zoltan leaves him, trying to figure out how
he got there—and where his friends could be.
If the PCs have already been to Black Jenny’s island, the possessed
PC begins to find himself dropping hints about returning. (Again,
have the PCr make an Intelligence check, DC 15; then feed him a
plausible-sounding reason for going back there.) If it’s feasible, the
PC jumps ship and swims out there. In any case, if the possessed
PC comes face to face with Black Jenny, she recognizes him at
once as Zoltan, and address him as such for the duration.
Zoltan can be cast out of the PC with a remove curse spell vs.
a 10th-level caster or by a successful Complex use of the hook
artifact. His soul then wanders the cosmos in eternal horror and
torment. Hooray for life!
Depending on your PCs, you might also want to consider
approaching the possession differently. If, say, you have an
experienced roleplayer who likes a challenge, or somebody
who’s dissatisfied with his character, you might let the PC know
his character is possessed, and then ask him to play the rest of

Black Sails Over Freeport 125


- Act II, Part III: White Gorilla Island -
The Island of the White Gorilla
T
he haughty vampire Ahunatum rules the Island of the Yarash, the hook: a terrible tool she has also used to make an army
White Gorilla, an island surrounded by rocky cliffs out of the island’s native population of white gorillas.
covered in dense jungles and dominated by a large
The island is now a monument to Ahunatum’s vanity. Her
volcanic cone. In life Ahunatum was Black Jenny
wretched human slaves live under the whips of Gorilla
Ramsey, the queen of the pirates; now she prolongs her twilight
taskmasters, laboring in mines or cowering in the dungeons
life and otherworldly beauty by draining the blood of the pathetic
beneath her pyramid lair. And the island’s other longtime
humans who have washed ashore on her island. She dominates the
castaways, a tribe of stalwart goblins, live in fear of her wrath.
minds of these hapless maroons with the artifact she salvaged from

Section One: Going Ape


A
large volcanic cone dominates the Island of the White just starting out in the Islands of the Damned, or their last excursion
Gorilla, which is otherwise covered with dense jungle. weakened them considerably, you might want to slow things down a
As the PCs approach land, they can see what appears bit. In this case, if they enter the jungle first, have them encounter a
to be a mining operation and stone quarry at the base party of goblins (see the Jungle Fever sidebar on page 134), who try
of the volcano. A quick look through a spyglass shows that the to lead the PCs back to their village and enlist them as allies against
mines and the quarries bustle with activity, although they are Ahunatum. The goblins tell them all about the wicked vampire, and
too far away to see any real details. If the PCs circumnavigate they reveal that they may have found a back way into her Pyramid lair:
the island, impassable cliffs and an improbably large waterfall a passage through the mines that leads to her dungeons.
spilling into the sea dominate the far side. From here, they can
If the PCs head for the mines first, have them come across the
see the top of an imposing structure, some sort of ziggurat. The
valiant goblin Skrunk on one of his raids (see Get to Know Your
island only appears to have one stretch of beach suitable for
Goblins on page 136). Skrunk sizes up the PCs as powerful allies
landing.
and introduces them to the village muckety-mucks. The goblins
Once on shore, the PCs can either head toward the mines or go straight tell them all about the wicked vampire, and they reveal that they
into the heart of the jungle. If the PCs are in top condition or are in a may have found a back way into her Pyramid lair: a passage
hurry, let them explore the island on their own. If, however, they’re through the mines that leads to her dungeons.

126 Black Sails Over Freeport


- Act II, Part III: White Gorilla Island -
Ahunatum
In life, the Queen of the White Gorillas, Black Jenny Ramsey, was a flighty, fiery heiress who found her calling after the dashing corsair
Zoltan Zaska boarded her father’s merchant ship. She left her comfortable life behind and took to the open seas. The life of romance and
danger appealed to her, but she grew distant toward Zoltan. Though Zoltan was dashing and handsome, he had a streak of cruelty that she
found entirely unattractive. Instead, she began to fall for another master of the waves, a gallant, honorable captain named Ezekiel Carthy.
Black Jenny spent her career on the seas flitting from one captain to the other. When she needed passion, when she needed vitality, she
turned to Zoltan. When she needed order and purpose, she sought out Carthy. He was not as outwardly charismatic as Zoltan, but as a
pirate, he was everything she hoped to become. So when he joined Sea Lord Francisco’s navy, she followed him into service; when Drac
betrayed the fleet, she followed him into the Full-Fathom Five. And when Carthy betrayed the Five, she felt a knife in her heart.It was
cold consolation when she ended up within reach of her other true love. Seeing the broken, battered shell of Zoltan bobbing above the
waves and proclaiming his undying (and undead) love for her repulsed her. By the time she washed ashore (clinging to a piece of their
broken ship, else the water would have destroyed her) on Gorilla Island, she was clinging to existence, and her sanity was long gone.
Luckily for her, a tribe of shipwrecked goblins found her, and their kindhearted shaman attempted some basic healing magics. This
backfired terribly. She emerged from her delirium mad with rage—and hungry for blood. Wielding Yarash’s hook, she attempted to
conquer the goblins, but the stalwart creatures drove her into the jungle, assuming that the denizens of the forest would eliminate her.
But the White Gorillas didn’t hold up their end, for Black Jenny immediately enslaved them with the hook. Now, they do her bidding.
This time, Jenny had gone to gruesome lengths to make sure the hook worked. When Jenny Ramsey originally washed ashore
on the island, she was not actually wearing the hook, as Yarash had done; she merely carried it. After her failed bid to conquer
the goblins, she hacked off her hand and attached the hook to the bloody end of her left arm, assuming correctly that the hook
would enhance her natural vampiric domination powers. Not understanding the finer points of sympathetic magic, however,
she didn’t think twice about leaving her dead hand lying in the dirt. The goblins found it and brought it to their shaman, who
used it as a focus of a series of spells that concealed the goblins from Jenny and her minions.
As the years went on, more survivors of Hell’s Triangle washed ashore. Jenny Ramsey mesmerized the newcomers with the
hook’s power and soon established a small human community on the island, with herself as its ruler. “The jungle is cruel,
my friends,” Jenny told the maroons, from whom she carefully concealed her vampiric nature, “and my gorilla cohorts will
protect you from it dangers.” Life was good, and nobody seemed to notice when a citizen disappeared from time to time. As
the community grew, so did Jenny’s ambitions. She then adopted the persona of Ahunatum, White Queen of Gorilla Island,
affecting the white robes of a pagan high priestess. Her subjects built her a pyramid with a vast complex of tunnels and holding
cells underneath, and they mined the earth to find jewels to flatter her vanity. Meanwhile, using her knowledge of the stars,
architecture, and her rudimentary understanding of Spellcraft, Ahunatum devised a plan to enhance the hook’s powers. She set
her slaves to work, constructing a series of arcane obelisks designed to focus the artifact’s dominating powers.
When the PCs encounter Ahunatum, they find her an unearthly beautiful woman in flowing white robes, tall, blonde and imperious, with
a demeanor as cold as ice. She is extremely careful to conceal her vampiric nature and her missing left hand. She does not manifest any
vampiric abilities under normal circumstances, and she takes care to fold her left hand in her robes or hold it behind her back. Ahunatum
is vain about her appearance, and the decaying appearance of the other Full-Fathom Five members utterly repulses her.
With a successful Intelligence check (DC 20), the PCs recognize her as the same woman depicted in the portrait in Carthy’s
House. She keeps her pirate garb in a chest in her Inner Sanctum, along with a ship’s logbook, which describes some details
about her compatriots, Zoltan, Danud, and Moab. Noting her hook on her left hand proves more difficult (Spot check, DC 30).
The PCs may gain a few clues, however. Crud, the goblin shaman, knows where Ahunatum wears the hook, of course. So do
the Twins (MacDoall and Haston, see Twins’ Quarters on page 140). Anyone studying her notes in the Ritual Chamber
discovers that she has the hook, if not where she keeps it. Finally, if the PCs provoke Ahunatum into combat, she does not
hesitate to use all of her abilities, vampiric or otherwise, to defend herself and eliminate the PCs.

Ahunatum’s View of the Other Pirates


Daen Danud: Ahunatum thinks Daen a vile, disgusting man, both in life and undeath. Only, she thinks she may be forced to collaborate
with him to accomplish her goals. His own blood rituals and apparatus, while a waste of good, hot blood, might be worth studying.
Zoltan Zaska: While alive, Zoltan Zaska was the pirate’s pirate, a dashing swashbuckler. Jenny Ramsey was extremely
attracted to his roguish charms. His downfall was horrible, however. And now, he is a shadow of his former self, and he is even
more pathetic because he continues to cling to the idea that he can regain his former glory.
Moab Cys’varion: Moab remains a complete and utter mystery to her. Jenny never understood the vicious drow. But she may
ally with him to get hold of his spyglass, which she suspects she could use for her ritual and to open a gate to the Material Plane.
Ezekiel Carthy: Until his the betrayal, Jenny loved Carthy but wished he was a bit more adventurous like Zoltan. Unlike the
others, she has not been able to truly hate him for his actions.

Black Sails Over Freeport 127


- Act II, Part III: White Gorilla Island -
Rotten Burrow (EL 1) of the pit, at the base of the volcanic cone, is a mining
At the mines, thousands of humans dig for ore, precious metals, operation. A network of scaffolding and ladders leads up
and gems. The humans also carve huge stone blocks out of the to a mine entrance cut into the side of the mountain. A
quarry walls, load them onto crude sledges and drag them down a stone quarry takes up another area of the pit. You can see
road, which leads deeper into the jungle and ultimately to Gorilla workers cutting huge stone blocks out of the mountainside
City. A band of white gorillas oversees all this. and dragging them off into the jungle on sledges.
As you take in the scene, a gong sounds, and the
The PCs may interact with the humans at the Mines or in the workers clear out and an explosion against the rock face
Quarry. The human subjects of Ahunatum are weak and sickly, sends up a huge could of dust.
and close examination shows that many of them bear scars from
repeated bloodletting. They speak very highly of their glorious
Queen Ahunatum and the island paradise they are privileged to The PCs can see hundreds of workers scurrying around like ants.
live in. They toil away tirelessly, working to expand Gorilla City From this distance, a Spot check (DC 20) allows them to notice
and raise even more everlasting monuments to Her glory. that a few large armored gorillas act as taskmasters and foremen.
To see anything else, they have to go down into the Quarry.
If they find the PCs, the gorillas attempt to capture them and take
them to their queen. The humans do not hesitate to turn the PCs
in if they are wanted. The PCs may decide the best way to get The Quarry Pit (EL 10)
inside the Pyramid is to allow themselves to be captured. Any
commotion they cause at the Mines or in Gorilla City attracts the
The workers give you a few stares, but leave you alone
attention of the white gorillas. When the gorillas realize the PCs
if you don’t interfere with their work or stand in their way.
aren’t goblins, they make every effort to capture them alive.
Miners come out of the mine with bags of rock slung across
White Gorillas: hp 61 their backs, bringing them to some sort of ore-processing
area. Other miners re-enter the mine with empty sacks.
Off to one side, in the quarry proper, other workers busily
Clearing (EL 1) cut large stone blocks out of the side of the volcano. They
drag them down a road leading off into the jungle. It takes
A short trip up the beach and through the jungle leads dozens of workers to pull a single stone block.
to a clearing above a large open quarry pit, hundreds of Upon closer examination, the workers all seem
yards across and teeming with activity. On the far side skinny, pale, and weak. You see miners struggling with
their ore-filled satchels. The workers dragging the stone
blocks appear to be near death.

Have the PCs make a Spot check.


DC 10 While you see the gorilla taskmasters scattered throughout
the crowds, they don’t seem to drive the workers at all.
DC 15 In fact, the weak workers could easily overpower the
gorillas with sheer numbers.
DC 20 Many of the workers seem to have either blissful smiles
or dumb, vacant expressions on their face.
In fact, there aren’t really very many white gorillas around. The
PCs can easily avoid them in the crowds. Any commotion, of
course, brings a gang of 5 to 8 white gorillas within three rounds,
whereupon, they order the PCs to surrender (in Common); they
attack the PCs if they refuse to go peacefully. The white gorillas
carry nets and greatclubs, and they attack to subdue, if possible.
They retreat if they lose more than half their number. Immediately
afterward, the alarm gong sounds. If the PCs defeat the gorillas,
the human workers rise up and attack the PCs—feebly.
There are effectively an unlimited number of workers. As
mentioned, they put up a feeble resistance and even cruel, sadistic
pirate PCs should be embarrassed to fight such weak opponents.
The PCs can, of course, leave anytime they wish.
From here, the PCs can go five different ways: towards the Mine, to
the Quarry, down the road, into the jungle, or back the way they came.
Human Workers (100): hp 3.
White Gorillas (5): hp 61.

128 Black Sails Over Freeport


- Act II, Part III: White Gorilla Island -
White Gorillas
The white gorillas are indigenous to Gorilla Island. Long ago, Ahunatum enthralled them and began a selective breeding and
enhancement project to turn them into fearsome warriors, making them much smarter than the average dire ape. Today, the average
white gorilla soldier speaks Common, wears armor, is somewhat bipedal, and can use simple weapons. The gorillas are Ahunatum’s
elite guard and also serve as taskmasters and overseers of the human population of Gorilla Island. The humans, in turn, are
completely cowed into submission and utterly terrified of their gorilla overlords and their mistress, the glorious Queen Ahunatum.
See Dramatis Personae, page 229 for stats.

New Monster Feat: Brachiate


Brachiate (General)
The creature moves easily through trees.
Benefit: The subject can swing from tree branch to tree branch and move through forested terrain with no movement penalty.
Normal: Without this feat, the movement rate is cut in half.

New Weapon: Necksticker


The necksticker is a polearm with two prongs on the business end (like a tuning fork). On a successful hit vs. a Small or
Medium creature, the wielder can, in addition to dealing damage, initiate a grapple without provoking an attack of opportunity.
The necksticker is a reach weapon and its wielder can maintain a grapple without moving into the target’s space.
Exotic Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Inc. Weight Type
Necksticker 8 gp 1d4 1d6 x2 -- 8 lbs. P/S

Planned Encounter: Attack!


Could the human slaves’ condition be any more pitiful? Well, it Digging for Information
could if a force from another island burst on the scene to slaughter or
If the PCs lay hands on a worker, or say anything
capture several of the beaten-down bipeds before the gorilla guards
disparaging about their situation or Queen Ahunatum,
put a stop to it. Choose a force from one of the islands listed below:
the worker raises the alarm and calls for help. If the PCs
• Isle of Undeath (EL 6): Zombies (8), hp 22, who will try decide to interrogate a worker, the answers go something
to grab 4 of the feeble humans and drag them back to their like this:
boats. They are more interested in their prey then battle, so
What are you doing?
they’ll beat a hasty (for a zombie) retreat if they manage to
capture at least 1 human. Digging for precious gems/carving out stone blocks.
• Boneshaper’s Throne (EL 15): 1 giant skull, hp 900, Why?
which will quickly swoop down on the largest cluster of We are making our glorious city even greater.
humans, then head for home. The PCs will have difficulty
jumping onto the floating skull, as the other slaves will be What city?
running interference by trying to get out of its path. It’s that way [points down the road].
• Crystal Lake Island (EL 12): 10 mutant soldiers, hp 21; Are you guys slaves?
led by Moab’s lieutenant Jhondal, hp 81. The group will
begin slaughtering slaves willy-nilly, but this is merely to No, we are working happily for the greater glory of our
get the gorilla guards to show up. Once they do, the soldiers city and our beloved Queen Ahunatum.
will undertake their real mission—to get one of the gorillas Who?
back to their master.
Queen Ahunatum. She is our glorious ruler. If you don’t
know who she is, you must be an outlander. You should
The Quarry Proper (EL 9) present yourself to her at once.
Next to the Mines are the Stone Quarries, where even more What’s with the gorillas?
bloodless, wretched human slaves carve huge stone blocks out of The Queen’s Chosen protect us from the dangers of the
volcanic rock. Then they load them onto sledges and drag them wild jungle and from outlanders like you.
through the jungle to the Pyramid. The roughly rectangular blocks
stand some 10 to 15 feet high. It takes a Strength check (DC 30)

Black Sails Over Freeport 129


- Act II, Part III: White Gorilla Island -
to topple or move one of the blocks. If a block should land on with a leather patch over the chest that’s covered in indecipherable
someone, it does 3d10 points of crushing damage. gorilla symbols. A horn hangs on the back of his chair.
The Quarry has two structures of note: the Tool Shed and the In combat, Don-ka immediately engages the PCs with his
Gorilla Foreman’s Shack. greatclub, while Zayess spends his first round blowing the horn
of alarm, after which he jabs away with his necksticker (see
Tool Shed New Weapon: Necksticker sidebar on page 129). The human
slaves put up a lethargic defense for their monkey overlords (they
This sturdy, windowless wooden structure, large enough to hold basically slow the PCs, not actually harm them).
about four people at a time, contains a variety of supplies: rope,
tinderboxes, hammers, chisels, picks, and shovels. Five extra GM’s Note: As a GM, you may decide to play these two
powder kegs sit stacked neatly in a corner. as comical figures—and potential hostages—rather than as
bloodthirsty soldiers. For example, the PCs could try to strong-
arm the pair into acting as “beards,” allowing the PCs to sneak
Gorilla Foreman’s Shack around Gorilla City. “I’m taking these human scum to the
The shack, the door of which overlooks the quarry, is slightly mines!” etc.
bigger than the Tool Shed, and windows sit to either side of the Doctor Zayess: hp 49
door. Inside are two gorillas: Don-ka, the foreman of the mine, Don-ka: hp 61
and Doctor Zayess, the camp’s medical specialist. If the PCs enter Human Workers (50): hp 3
the quarry quietly, they can surprise Don-ka and the good doctor
playing cards and sucking on hookahs and drinking banana fizzies
in tall glasses. Occasionally, Don-ka hollers out a few desultory Mine Entrance (EL 12)
encouraging words to his human charges (“Put your back into
The Mines may not seem like an interesting place to go, but the
it, Bright Eyes! Lift with the legs! What, did you just climb up a
PCs may find out later that the mine leads to the Lava Caves,
tree?”).
which in turn is a back way into Ahunatum’s Pyramid.
Don-ka is a gruff, world-weary ape who is constantly amazed at the
depths of stupidity to which his human workers sink. He wears
Lashed-together bamboo scaffolding covers this
greasy overalls and carries a pack of playing cards with him at all
side of the mountain. A series of ramps and ladders
times.
leads up to the mine entrance. Miners struggle down the
Zayess is a witty, sophisticated monkey who takes great pleasure in scaffolding carrying sacks of ore.
slinging barbs at his uncultured companion. The doctor dresses much
more elegantly than Don-ka, wearing an immaculate earth-tone tunic

Quarry Elevator
Floor Entrance

Elevator Mine Level 2


Mine Car
Tracks

To Ahunatum’s
Mine Level 1 Dungeons

Gaping Pit
Cave-In

Dead End
The Mines Lava
Gas Pocket
Fissure

130 Black Sails Over Freeport


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If the PCs have already raised the alarm gong, read the following:

The miners quickly scatter out of your way. A huge


white gorilla emerges from the mouth of the mine
entrance and bellows and points at you.

The scaffolding has five levels. It takes at least five rounds of


normal movement to negotiate the scaffolding and reach the mine
entrance 50 feet above the mountain’s base. In the first round after
the alarm has been sounded, Mongo, the gorilla at the top, lights
a keg full of pitch and hurls it down at the approaching PCs. In
subsequent rounds, the gorilla either hurls more kegs directly at
the PCs, or he rolls empty barrels down the planks and ramps to
serve as obstacles for approaching PCs. If engaged in hand-to
hand, the gorilla fights back.
Keg of Flaming Pitch: Explode, causing 4d6 fire damage in a 5-
foot radius. Reflex Save (DC 18) for half damage. Fortitude
save (DC 20) to avoid being knocked off the scaffolding.
Falling Damage depends on altitude.
Rolling Barrels: Reflex Save (DC20), +2 w/ Tumble to avoid.
1d10 points of damage + Fortitude Save (DC 20) to avoid
being knocked off the scaffolding. As above, falling damage
depends on altitude.
Mongo: hp 81

Storage (EL 1)
Just inside the mine entrance is a storage area for mining supplies.
There are picks, shovels, empty barrels, sacks, torches, lanterns,
lantern oil, and so on. There are also barrels of pitch, used to make Mine Level One (EL 1)
torches as needed.
This level of the mine is quiet. Two passageways
The Winch and extend in opposite directions from the elevator landing.
Mining implements are scattered around the corridor
Elevator (EL 1) but these tunnels seem to be unused.

In truth, this level of the mine is tapped out, but the PCs
Deeper inside the mine, you find a block-and-tackle shouldn’t be able to guess that. Any dwarf character can make an
setup over a large shaft. There is a crank and winch Intelligence check (DC 18) to note this. Other appropriate checks
assembly attached to a spool of rope, which extends include: Knowledge (architecture and engineering) (DC 18) or
down into the darkness of the mineshaft. Profession (miner) (DC 20). Successful rolls also reveals the mine
is unsafe. The timbers holding up the ceiling are shaky, the airflow
This is a crude mine elevator, leading down to Mine Level One is bad, and the walls have suspicious stress fractures.
and Two. A team of miners operates the crank. The miners carry The corridors are 5-10 feet wide and no more than six feet high.
bullseye lanterns and use a system of lantern flashes to signal the Tall characters have to duck to avoid the ceiling timbers, and any
elevator operators to raise or lower the elevator. The mineshaft gorillas pursuing them must drop to all fours.
drops 150 feet down to Mine Level One and a further 150 feet to
Mine Level Two.
The elevator can hold four Medium humanoids at a time, requiring Events on Mine Level One
two people to operate the crank. A clutch mechanism prevents the
elevator from falling free. Two people need to stay behind and Gas Pocket (EL 1)
crank, while the rest of the party rides. Otherwise, the party can
recruit a few miners to turn the crank. It is perfectly safe but slow, There is a section of corridor has trapped a pocket of gas. A Spot
and pursued adventurers need to find a faster way down. Sliding check (DC 20, +2 circumstance bonus for dwarf characters)
down the rope is an option. Disabling the clutch is another. But allows PCs to either smell it or notice the funny blue cap to any
how do you stop? Clever PCs can certainly come up with others. flame they carry. If the PCs aren’t carrying any fire source, use
But remember: it’s a long way down…. the suffocation rules (see Chapter 8: Glossary in the DMG). If
they have lanterns or torches and fail the Spot check—or note
Human Workers (10): hp 3 it but don’t run—the gas ignites a round later, causing 6d6 in

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on top of the PCs can be seen as un-sportsmanlike. Instead, have
the falling rocks separate the party—unless they have a way to
bypass the rock.

Gaping Pit to Hell (EL 6)


The corridor leads to a dead end, or more properly, a gaping
volcanic fissure. The volcanic rock is jagged and there are ample
handholds. It is also soft enough to drive climbing spikes into with
relative ease. All Climb checks are at DC 15, but it is 150 feet
down to where the Mine Tracks end on Mine Level Two, and it’s
another 140 feet down to the beginning of the Lava Caves. Use
the standard falling-damage rules if the PCs fall.

Mine Level Two (EL 11)


This level of the mines has more activity. Miners continue
to dig ore out of the walls and load it into carts. You notice
a network of tracks on which the carts roll—from here, the
mine tunnels slope downward in every direction. Miners
have to struggle to push the carts, laden with ore, uphill to a
loading area. The miners transfer the ore to satchels, and the
elevator [if it is still running] carries them up to the exit. You
notice that one tunnel’s tracks are barricaded with a flimsy
sign painted with a bright red X.
As you survey the scene, a gorilla foreman
approaches you. “Get back to work, human scum!” he
barks in Common.
fire damage (Reflex save for half, DC 15). The PCs may also
susceptible to catching on fire (See Catching on Fire, Chapter 8: This gorilla is Squeegee, the foreman of Mine Level Two. He has
Glossary in the DMG). foregone the traditional two-handed greatclub for a whip, which he
finds more useful in the cramped mine corridors. In truth, Squeegee
is a bit of a wimp, and this is the gorilla equivalent of a cushy job.
Cave-In (EL 4) The PCs clearly don’t belong, so Squeegee is quick to question their
In one particular section of this level, the corridor widens to more presence. He won’t be expecting a fight, and he won’t put up much
than 15 feet wide. The miners hit a particularly rich vein of ore of one, either. If defeated, Squeegee sounds the alarm with his signal
here, but they weren’t very skilled miners. Any dwarf in the party horn as his last action. It may be the case that gorillas are already in
refuses to go down this corridor. The PCs can see a dull, reddish pursuit of the PCs because of their actions on the surface; if not, the
light at the far end, though, so it’s tempting… alarm certainly brings a troop of gorillas to investigate.
Naturally, halfway down the corridor, the timbers shoring up the The mine apes (as many as necessary to confront the party) are a
ceiling start to crack. Of course, dumping hundreds of tons of rock crack squad of “commando” gorillas. They can run faster than normal

Some Mine Car Rules


An empty car can hold four adventurers comfortably, and can provide up to 50% cover if you duck down. With a running start
and rolling downhill, a mine car starts traveling at running speed: 60 feet per round. Traveling downhill, a mine car’s speed
increases 10 feet per round, every round.
A PC must roll a Strength Check (DC 18) to brake. Apply a –1 to the roll for every 10 feet per round the mine car travels. For
example, if the mine car travels at 60 feet/round, then the PC suffers a –6 penalty to the Strength check). Rolling a 1 or less,
either naturally or modified, means the handbrake breaks from the strain, and the mine car is now rolling freely.
To turn a corner, or to steer the mine car on the tracks, make a Balance Check (DC 15) to lean into the turn. Again, apply a –1
to the roll for every 10 feet per round the mine car is traveling. Failure means the mine car continues straight (on the tracks or
off). If the car hits the wall, the PCs may take damage from the impact (1d6 per every 10 feet of speed; Reflex save, DC 18 for
half). A mine car can be muscled back onto the tracks, but three such derailments damage the wheels beyond hope.
A gorilla or a PC may try jumping from one mine car to another. This requires a Jump or Tumble check (DC 25).

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white gorillas and can track. Also, they have the ability to fly into
barbarian rages. The reinforcements are tougher, and the PCs may Lave Fissure (EL 4)
well decide to run for it. The gorillas are fast runners, so the best
The Lava Fissure is the end of the road. A recent volcanically
option might be to escape in a mine car or two. The gorillas are wise
induced tremor opened up an enormous fissure here, exposing
to this tactic, and they won’t hesitate to give chase in their own mine
a river of lava and the entrance to the Lava Caves. The tracks
cars. Since the tracks all go downhill, they naturally lead to the BIG
slope downward sharply here, and the mine car is going too fast
Lava Fissure. The wretched human miners tell the PCs not to go that
to stop. Any braking attempt here automatically snaps the handle.
way. If asked to elaborate, the miners make vague comments: “We
The mine car hurtles out of control off the tracks, and it plunges
dug too deep….We stay away, and she protects us…”
into a river of molten lava. The PCs need to make a Spot check
Hopefully, the PCs take a chance and go that way. If so, they note (DC15, -1 to the roll for every 10 feet per round the mine car is
a few locations along the way. traveling) to see the End of the Line approaching. If successful,
they can bail out of the mine car and land on the floor of the tunnel
Human Workers (20): hp 3 (2d6 damage, Reflex half, DC 15). If not, they each need to make
Mine Apes (varies): hp 44 a Reflex save (DC 15) to grab an outcropping of rock before
Squeegee: hp 42 the mine car falls 100 feet into the lava. Landing in the River of
Lava is a bad idea (see Lava Effects, Chapter 8: Glossary in the
Might As Well Jump (EL 4) DMG).
Here there is a section of parallel tracks. Two mine cars could
run down the tracks side by side here for a few rounds. This is a
Section One: Pluses and Minuses
perfect spot for some mine car acrobatics. No, I’m Spartacus: +50 xp to any PC who tries to lead the human
slaves in revolt. (Note: Attempting to lead the humans in
Dead End (EL 8) a slave revolt is admirable, but also utterly futile, which is
why it’s only worth 50 xp.)
The tracks end here. This room is the site of the most recent digging. Rock Me, Doctor Zayess: +100 xp to each PC who tries to use the
A mine car traveling at breakneck speed comes to a quick stop. Any gorilla overseers to infiltrate deeper into the island.
miners in this room attempt to jump out of the way (Reflex save, DC If You Love Somebody, Set Them Free: -100 xp to any PC who
15)—and the mine car stops all the sooner if they fail… ends a human’s enslavement…by intentionally killing them
(evil players exempt).
This room is filled with mining implements: picks, shovels, etc.
Going My Way?: +75 xp to any PC who engages in acrobatic
It’s a dead end and a potential location for a last stand against any
combat in the mine car section.
pursuing gorillas.

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- Act II, Part III: White Gorilla Island -
Section Two: Run Through the Jungle
T
he road through the island’s thick rainforest presents So the lady vampire stormed off to find more pliable subjects—
more or less a straight, clear shot to Gorilla City. It is as and, seeking to strengthen the powers of her artifact, she hacked
level as primitive monkey civil engineering can make it. off her hand and sank the hook into her undead flesh. The self-
During the day, a steady flow of human workers travel mutilation worked as she planned, but Black Jenny was as arrogant
up and down the road. The wretched slaves drive wagonloads of as she was beautiful. She left her severed member lying in the dirt,
ore and, of course, drag Obelisk Stones on sledges to the City. where the goblins found it and used it as the basis of the village’s
The Road is 30 feet wide in most places, and it runs for about six powerful protective magic.
miles through otherwise impassable jungle. The average trip from
Every structure and every inhabitant of the goblin village bears
the Quarry to Gorilla City takes about two hours on foot.
a small juju bag, linked with powerful sympathetic magic to the
If it weren’t for the constant white gorilla patrols, the road would be shaman’s master juju bag, which contains the mummified hand of
the perfect way to get to Gorilla City. The gorillas protect the caravans the vampire pirate. Crud has loaded the hand with numerous wards
providing precious Obelisk Stones and other vital supplies. If they and illusory effects that render the homely village invisible to the
choose to travel along the road, the gorillas challenge the PCs at some vampire captain and her monkey minions. When the village lights
point. If there was a confrontation at the mines, the alert has been a cooking fire, the smoke looks like flocks of birds rising into the
raised, and the gorillas (traveling in gangs of four or more) are on the air; when the apes tromp through the jungle, the path to the goblin
lookout for the party. Fleeing into the jungle is futile, as the gorillas village vanishes beneath their feet, and the trees grow thicker
move through the Jungle as easily as the PCs walk down the road. around them.
And the jungle presents dangers of its own (see Jungle sidebar).
Good thing, too: the gorillas hunt the goblins for sport whenever
Human Workers (15): hp 3 they find the unfortunate creatures in the jungle. Thanks to this
White Gorillas (4-6 per encounter): hp 61 mistreatment and their lingering antipathy toward Ahunatum,
the goblins gladly support any attacks on the island’s overlords.
The PCs, however, have to convince the simple villagers of their
The Goblin Village (EL 1) good intentions (and, more importantly, that Ahunatum hasn’t sent
At the heart of the nearly impassable Jungle lies a village of them).
peaceful, primitive goblins, who were living on the island when
Black Jenny Ramsey arrived. The peaceful goblins took in the
lovely maroon, who was barely alive, and nursed her back to
The Lookout Tower
health—whereupon they discovered she was no lady, but a wicked This 40-foot-high bamboo tower, which just clears the treetops,
vampire bent on dominating the goblin tribe. Still, she was weak, is the goblins’ first line of defense against intruders. Two guards
so Crud, the goblin shaman, had no trouble rebuking her and stand watch day and night, looking out for gorillas, humans, and
driving her into the jungle. forest monsters. If danger is near, the goblins bang an enormous

Jungle Fever
Dense, impassible jungle covers much of the island. A party of adventurers can only move 10 feet per round through the
undergrowth and less than 5 miles per day of normal travel.
For every hour of travel, there is a 10% chance of encountering a jungle inhabitant from the following list. If an encounter
occurs, decide the appropriate number of creatures based on the challenge rating you want to use. See the MM for full stats.
● Swarm of stirges: CR ½, hp 5
● Assassin vine: CR 3, hp 30
● Pit Trap, constructed by a goblin hunting party. 20-feet deep (2d6 points of damage) Avoid: Reflex save (DC 20), Find:
Search (DC 21), Disable: Disable Device (DC 20). There is a 20% chance that the trap has already caught something.
● Dinosaur, Deinonychus (Velociraptor), CR 3, hp 34
● Girallon, CR 6, hp 58
● Tendriculous, CR 6, hp 94. The Tendriculous will appear to be a small hillock in the center of a jungle clearing.
● Net Trap, a big net hanging from a tree, activated by a snare on the ground; also constructed by a goblin hunting party.
Avoid: Reflex save (DC 25), Find: Search (DC 15), Disable: Disable Device (DC 18).
● Megaraptor, CR 6, hp 79
● Dire Tiger, CR 8, hp 120
● A Goblin hunting party (5-8 Goblins), CR ¼, hp 5. If the PCs don’t attack the goblins immediately, they have a chance of
befriending the goblins and being led back to the Goblin Village to meet Crud, the goblin shaman.
● A party of white gorillas, CR 8, hp 61. The white gorillas attempt to capture the PCs alive, making subdual attacks and
using nets to entangle them. They flee if outmatched, moving through the jungle trees much more quickly than the PCs can.

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- Act II, Part III: White Gorilla Island -

gong to alert the village, and then (if the situation warrants) begin sized) with logs underneath it; if the PCs decide to battle the
raining spears down on the interlopers. There’s a supply of 30 on goblins, and fare badly, they end up in here. Or perhaps in…
the platform.
To the gorillas and their vampire mistress, who are kept unawares
by Crud’s magic, the tower looks like nothing more than a stand
The Wicker Man
of trees, and the clang of the village’s alarm sounds like the caw A 20-foot-high figure made of wood and bound with vines towers
of startled birds. Climbing the tower is nearly impossible for any over the village square. This wicker man is the central icon in
creature larger than Small size; there are no ladders as such, just a the goblins’ spiritual life. It is their crude representation of Yig,
network of crisscrossing bamboo poles lashed together with rope, the Father of Serpents, and of the renewing powers of nature.
and the gaps in the wood are just large enough for a goblin to The goblins demonstrate the deep meaningfulness of this statue
squeeze through. by placing living creatures in it—usually unwary gorillas—then
setting it ablaze as the goblins dance around it pounding on drums.

The Village Proper Goblin Huts


The jungle opens into a small clearing, and you see These cozy little shacks contain absolutely nothing of interest:
a ring of bamboo huts with a large pit at the center. Two palm fronds for bedding, coconut bowls, and perhaps an imp or
huts to the east and south are larger than the others, and two.
they are decorated with animal heads on spear-points.
Just to the side of the pit sits a crude wooden figure,
some 20 feet high, made of bamboo poles and held
The Hunters’ Lodge
together with vines. This large hut, decorated on the outside with animal heads on spikes
and pelts slung over the roof, is where the men of the village spend
most of their time. In the event of an attack or other emergency, the

The Fire Pit main defense force comes from this building. Inside, the PCs find a
clean, well-lit room with simple bamboo furniture and more animal
The village proper consists of several huts situated around a large heads mounted on plaques. A crude still thumps away in one corner
cooking pit, which serves as the goblins’ central meeting place. of the room, producing a strong but potable goblin gin, and bowls
Depending on when the PCs show up, the pit may contain the of nuts and dried fruit sit near every piece of furniture. If the PCs
remains of a large meal or ceremonial pyre. At all times, though, decide to use the village as a home base, the goblins put them up
the centerpiece of the pit is a huge black cauldron (missionary- here. Skrunk spends most of his time here.

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Get to Know Your Goblins
Skrunk, the Goblin Master Hunter
The MacGyver of goblins, Skrunk has made it his mission in life to construct elaborate traps for the gorillas who pursue
his goblin brethren through the forests. He can improvise a catapult out of 50 feet of rope (hemp), some iron rations, and a
10-foot pole. His other specialties include making explosives from coconut milk, banana-peel pit traps, and long-distance
sabotage using highly reflective pieces of shell. He also devised the goblins’ surprisingly sophisticated weapons: spears
made of sharpened bamboo and morningstar-like clubs with shrunken gorilla heads, covered with toughened spikes on the
end.
Skrunk can often be found sneaking around the gorilla supply shacks, swiping blasting powder and other useful items. In
conversation, he’s an engaging, friendly fellow.
Skrunk: hp 31

Crud, the Goblin Shaman


This wizened little creature is the spiritual leader of the goblins on this island (and impossibly old for a goblin). When Crud
was just a child, the shaman at the time, Bung, sent him on a vision quest deep into the jungle. There, the goblin tyke killed
and ate a violet fungus, an act which, for a fleeting instant, lifted the veil of the unknown and put the tiny tyro in contact
with the god of his tribe, Yig, the Great Serpent. The deity promised little Crud more visions and powers; and at the end of
his days, in return for a life of hard service to his people, he would receive on his deathbed gunga-alunga, the gift of total
consciousness. (The identity of their god, by the way, is a powerful taboo among the goblins.)
If he did nothing else, Crud earned his reward by capturing and conjuring with Ahunatum’s severed hand. But his
accomplishments are many. Crud is a tireless servant of the goblins and a friend to worthy outsiders, even if age and hard
experience have made him a little suspicious and crotchety. He is also a jealous guardian of his position in the tribe. At first
blush, the shaman seems belligerent and a bit crazy. But, if the PCs gain his trust, they find him a worthy, canny ally. A good
word from Skrunk wouldn’t hurt: Crud thinks the youngster is foolhardy but he trusts him utterly.
Crud: hp 39

PCs arrive. This makes befriending the goblins much simpler—


The Shaman’s Hut once the dust has settled.
A fence of unidentifiable animal tusks ring Crud’s lodgings, and Sea Dogs (6): hp 35
a gorilla’s head hangs in his doorway like a keystone. A chimney
made of bamboo poles (looking something like a pipe organ)
pumps out clouds of aromatic smoke. Inside, the hut is a riot of The Rope Bridge (EL 11)
miscellany. Shelves line the walls, every one packed with bones,
On the road from the Quarry, just beyond the outskirts of Gorilla
feathers, pearls, stone tools, insects, eyeballs, and scales. Crud’s
City, a 60-yard, vine-woven bridge spans an improbably deep
cooking pot, whence the smoke, dominates the center of the room.
gorge. The wide, strong bridge can support the weight of the
Inevitably, the goblin is brewing up something green, lumpy,
enormous stone blocks coming from the quarry.
and full of ingredients that aren’t quite dead yet. The smell is
overpowering. Rope Bridge: Log Planks: 1 ft. thick; Hardness 15; hp 30; Break DC
25; Vine Ropes: 2 in. thick; Hardness 5; hp 40; Break DC 30.
Planned Encounter:
The Enemy Within (EL 9) Section Two:
Six Sea Dogs from The Kraken’s Claw are already parlaying with
the Skrunk when the PCs arrive. Of course, they try to prove
Pluses and Minuses
their good intentions by telling the goblins the PCs are an evil Hang on, Lady, We’re Goin’ for a Ride: +75 xp to each PC if they
band. The sea dogs have promised the goblins a chance to take it cut the supports of the rope bridge…and live.
to the gorillas (even though they know they don’t have enough So I Got That Goin’ for Me: +100 xp to each PC if the party
men to do anything other than lead them into a slaughter). befriends the goblins.
Why, You Green-Blooded…: -100 xp to each PC if they discover
If the adventurers want to win the goblins’ trust, they either have the adversarial relationship between the goblins and gorillas
to prove the Sea Dogs liars…or bring something better to the and do not use it to their advantage.
table. Alternately, the Sea Dogs remember that they’re pirates, I Gotta Hand It to You: +50 xp to each PC if they discover the
not diplomats, and are battling the entire goblin village when the secret of the goblin camp’s enchantment.

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Section Three: Death and the Maiden
G
orilla City sits in the shadow of Ahunatum’s pyramid and of leather). They head off toward the Rope Bridge (assuming it’s
is populated by soldier apes and human slaves. The city’s still up) and to their boats, which are hidden within the depths of
gate lies just beyond the Rope Bridge. When the PCs the jungle (Search, DC 35).
approach, read them the following:

A 20-foot-high gate made of sharpened logs lashed


The Inns (EL 8)
together with vines appears out of nowhere, like a face The gorillas also frequent the small, decrepit inns scattered
in a nightmare. Four snarling gorillas stand watch throughout the city: two-room hovels with a bar and tables in the
over the entrance, waving in crews of pathetic humans front and an ill-kept kitchen in the back. Banana-based liquors
carrying bushels or dragging giant stone blocks. and banana breads are the most common items on the menu,
and the bar features bowls of maggots to be scooped up and
crunched. There’s usually a darts game going against one wall, and
The PCs can attempt to Disguise themselves as city inhabitants occasionally a pathetic human sings rousing ape songs.
(Disguise, DC 20), but this does not stand up to close scrutiny
by suspicious gorilla soldiers (+5 bonus to Spot; the PCs smell The inns only serve gorillas out front, but if the PCs disguise
too much like the ocean). Any attempt at a disguise succeeds at themselves successfully, they can get service in the back. Walking
fooling the human citizens of Gorilla City. through the front door of an inn immediately provokes a fight.

White Gorillas (4): hp 61


Banana Vendors (EL 1)
Ape Central (EL 10) A merchant square filled with booths hawking gorilla necessities
(fur-cuts, net-weaving, armor buffing) sits in the center of the city.
But the star attractions are the banana vendors and their carts.
The gate opens into a scene of breathtaking The vendor stands next to the cart, playing a hand-cranked organ,
opulence—and heartbreaking poverty. A pyramid towers while a human child in a bright red uniform and wearing a small
over the dense foliage, and before it looms a collection boxy hat dances on a leash.
of dark stone obelisks carved with arcane symbols. This,
you realize, is the final destination of the stone slabs you The bananas are for gorillas only. Human possession of a banana
saw in the quarry. is punishable by 30 lashes. Subsequent offenses are dealt with
But cowering in the shadow of these massive much more harshly.
structures is a village of pathetic adobe buildings.
Wandering between the huts are pale, scrawny humans
and, as ever, their overseers: snarling, overbearing apes.
Humans and Hovels (EL 1)
The human inhabitants of the Gorilla City have been utterly
subjugated. They are pale, scrawny, and underfed, and anyone can
White gorillas frequently patrol this area. Normally, they carry
see that they stand absolutely no chance of mounting any sort of
whips to keep the humans in line, but as the PCs continue to cause
resistance.
trouble, they step up their armaments to something more potent
(two-handed greatclubs and neckstickers). Closer examination reveals that the city has no old people. If
asked why, the citizens evade the question. If pressed or coerced
White Gorillas (4-6 in a patrol): hp 61
through magic or other means, a human explains that all citizens
go to the Pyramid on their 30th birthday, where they take part in a
The Outpost (EL 20) great ritual and ascend to Ahunatum’s Paradise. This is, of course,
nonsense. The humans are either sucked dry in Ahunatum’s
The gorillas stay in the Guard Outpost, a barracks that is little dungeons or drained on top of one of the Obelisks in an arcane
more than a big, rectangular, unspeakably malodorous room filled ritual designed to further focus the hook artifact’s power. (The
with bunk beds and decorated very much like the Foreman’s humans call these two prospects, respectively, “ascending in
Shack at the Quarry (lewd and unsettling gorillerotica, dirty Ahunatum’s presence” and “ascending before all.”)
clothes, and unmade beds, and the remains of many, many banana-
based meals). At any time, 20 to 30 gorillas are in the outpost; the If the enslaved humans haven’t already broken the PCs’ hearts,
village contains about 50 total. their pathetic hovels finish the job. The low, stuffy hovels have
dirt floors and scraps of soiled straw serve as bedding. If a child’s
lucky, he or she has a curiously shaped shell or rock as a toy.
Planned Encounter:
Retaliation (EL 12) The Obelisks (EL 1)
If the PCs spy on the outpost before attempting entry, they notice Every Obelisk is more or less identical: a tall, thick slab of black
five white gorillas on their way out, each fully loaded for bear with rock carved with arcane symbols. On the outer edges of the city,
two greatclubs (one spare) and fully armored (chain mail instead the PCs see several half-constructed Obelisks and empty sledges

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- Act II, Part III: White Gorilla Island -
1
2
3
Gorilla City
5
3

5 5 5
4 5
3 5
5
5 6
1. Gate
2. Outpost 3
5 5
3. Inns
4. Market 7
5. Obelisks
5
6. Plaza
7. Pyramid 5 3

from the Quarry. No levitation magic or anything is used in


constructing them; nope, hundreds of humans build the 40-foot- A low, round stone platform sits at the center of the
high obelisks with good, old-fashioned hard work. A stone block Plaza. Several hangman-like gibbets are arranged in a
is rigged with a block-and-tackle device and a bunch of slaves circle on the platform. As you approach, you can see that
pull on a rope to lift each stone into place. If a stone block slips a human prisoner occupies each gibbet. Each one calls
and crushes a slave, the gorillas just replace the slave. Gorilla out to passersby, declaring his crimes in a loud voice
taskmasters watch their every move, making it near impossible for and pleading for forgiveness:
the PCs to rescue all the slaves—should they want to. “My name is Korian Greatwind! I failed to meet my ore
quota during my work shift in the mines. I want nothing
PCs notice the top of each Obelisk is stained with layer upon else but to return to work and prove my worth again!”
layer of dried blood. (The gorillas store ladders in the Guard “My name is Galewen Lagermore! I was caught
Outpost for reaching the tops of the obelisks.) It doesn’t take smuggling a banana from the banana groves! Because of me,
much intelligence (Intelligence check, DC 5) to realize the huge a Protector of the City has gone hungry! Please forgive me!
stones have been repeatedly used for some sort of horrible blood “My name is Oleg the Stonemason! My chisel
sacrifice. A read magic spell and a successful Spellcraft check slipped, and I ruined an obelisk stone. I have set the
(DC 30) reveals that the obelisks serve to focus a particular spell Great Work back many days. I will work twice as hard if
effect—in this case, the domination powers of the hook artifact. I am given the chance!
Furthermore, the focus of each obelisk is aimed directly at the
apex of the Pyramid.
Ahunatum has dominated these prisoners. They are utterly subjugated
and truly sorry for whatever it is they did. They will be released in
The Plaza (EL 10) time, to return to their backbreaking work. Had they been judged too
weak to work, Ahunatum would have had them as her next meal.
You find yourself in the center of Gorilla City, staring
straight ahead at the Pyramid. The plaza is a wide,
open expanse bounded by large monuments of gorillas
The Pyramid (EL 1)
striking heroic poses. You can see more of the pitiful
humans going about their business. They keep their The Pyramid of Ahunatum dominates the skyline of
heads down and avert their eyes from the statues and the Gorilla City. It is, in fact, the tallest structure on the island,
gorilla guards lounging around the base of the Pyramid. and it is visible from most anywhere except the dark heart
Facing the Plaza, a set of stairs runs up the Pyramid to of the jungle. It is made from large volcanic-stone blocks in
a terrace, suitable for a queen to address her teeming a classic step-pyramid style. A set of stairs runs up from the
minions and subjects. base to a wide terrace near the apex of the Pyramid.

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- Act II, Part III: White Gorilla Island -

The Pyramid is the locus of Ahunatum’s power. Ahunatum Ahunatum’s Locus of Power do not attempt to subdue the PCs;
designed the structure to enhance the power of the hook they try to kill them.
of Yarash. All of Ahunatum’s arcane research focuses on
improving and refining the Ritual. Ahunatum keeps the complex White Gorillas (2): hp 61
architectural plans for it in her Inner Sanctum. The Pyramid is a
work in progress, and the wretched inhabitants of Gorilla Island
who are not held in the blood pens mine the Quarry for more
Entrance Hall (EL 1)
stone to extend and expand the network of Obelisks.
Once inside the Pyramid’s entrance, you descend
Ahunatum has been at work on the ritual for more than a century,
a flight of stairs, which open into an antechamber.
using her rudimentary arcane and alchemical knowledge. She
The walls are decorated with ornate carvings and
has arrived at her results mainly through trial and error. She is
pictograms, depicting a gorilla army, led by a majestic
extremely patient, in her way, and has had all the time in the
human woman, subjugating crowds of cowering
world.
humans dressed in rags. The carvings are inlaid with
The Ritual Chamber and Ahunatum’s Inner Sanctum lie at the precious gems from top to bottom. The room has
top of the Pyramid. The PCs have to enter from the bottom and two exits. The ornate carvings continue along both
work their way up, as there is no entrance from the outside. corridors.

Main Gate (EL 13) Guard Room (EL 13)


Finally, the stairs lead up to a large, ornate set of
double doors, beneath an archway constructed of two The room is more ornate than you would expect for
enormous ivory tusks from some gargantuan beast. Two what appears to be a simple guard room. Five gorillas
white gorillas stand guard in front of the doors. A large crowd around a table. The gorillas have piles of bananas
gong sits o the left of the doors. in front of them on the table, and they take turns rolling
a pair of dice and placing fruity bets on the outcome. A
weapon rack hangs on the wall; it contains neckstickers,
The gorillas only let prisoners through the front entrance to greatclubs, nets and whips. You see a stairway leading
the Pyramid, so the PCs have to find a way in. If they attack down.
the gorilla guards, one gorilla runs interference, while the
other guard rings the gong, summoning every other gorilla
within earshot. The white gorillas that guard the entrance to White Gorillas (5): hp 61

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- Act II, Part III: White Gorilla Island -
proven themselves in any of his trials, he fears that Ahunatum
may have ruined their usefulness to him. Zoltan’s warring tribes
remember the Twins, and they would help anyone willing to
rescue the duo.
The Twins—MacDoall and Haston—spend most of their free time
in these quarters; otherwise, they attend to their queen. Ahunatum
keeps the Twins as her personal hand servants, as they are both
the spitting image of Zoltan Zaska—as he once was, the Zoltan
that Jenny Ramsey still carries a torch for, deep down. Any PC
who has seen Zaska notices the resemblance with a successful
Intelligence check (DC 12).
MacDoall is skinny, sad-eyed and introspective; he speaks with a
bit of a stammer and acts very deferential. He has more willpower
than the other humans on the island, but he’s still devoted to his
queen. If the PC try to get him to act against Ahunatum, he won’t
take violent measures to stop them, but he does attempt to talk
them out of it. Basically, his attitude toward the vampire queen
amounts to puppy-dog devotion; if the PCs point out her cruelty,
MacDoall refuses to listen at first. But he can be turned against
Ahunatum if presented with a strong enough example of her
brutality to her human subjects. Then, the PCs can gain him as
a fierce but undisciplined fighter for their cause—and he shows
Ahunatum no mercy, out of anger for her betraying his devotion.
Haston is bulkier and prouder than his brother. He has a cocky,
jutting jaw and an arrogant cast to his eyes. Haston, like his
brother, feels sympathy for the island’s wretched humans, and
a fierce devotion to its queen. But he harbors a secret: he feels
superior to the wretched slaves. The PCs can only convince
Haston to switch sides with a show of force; if he thinks rebellion
Throne Room (EL 1) will give him a shot at power over the island’s people, then he’ll
join. If this happens, he curiously wants to spare Ahunatum: he
wants to break her spirit the way she has tried to break his.
This room takes your breath away. Gold and precious
gems encrust every surface, and carved bas-relief In both cases, the Twins are more willing to help if the PCs can
depictions of an idealized Gorilla City line the walls provide firsthand information about Zoltan’s island or Zoltan.
and ceiling. The subjects in the depictions appear very If persuaded to betray Ahunatum, the Twins help the PCs with
happy, as if their queen were extremely benevolent. An tactics as best they can. They know hints about secret passages to
ornate throne rests on a raised platform within, and the dungeons and caverns, and they can get closer to Ahunatum
covered braziers light each corner of the room. than the PCs can, but they don’t know any of the specific secrets
outlined here.

Ahunatum renders judgment on prisoners and gives audience to Twins, MacDoall and Haston: hp 9
visiting dignitaries here—if there were any visiting dignitaries,
that is. The gorillas bring any PC prisoners to this room. The
flickering brazier-light makes it nearly impossible to notice that Ritual Chamber (EL 1)
Ahunatum is anything but human.
You enter a pyramid-shaped room lit with torches.
The Twins’ Quarters (EL 2) An exquisitely carved ivory throne covered with velvet
cushions sits in the center of the room. Surrounding this
sumptuous seat, and covering most of the floor, is an
Unlike the rest of the Pyramid’s interior, the walls of exact miniature model of the island’s surface.
these sparsely decorated apartments are made of plain,
uncarved stone. A bed, large enough for two, dominates The arcane energies from the Obelisks and Pyramid are focused
lies within. on this room. When Ahunatum enters this room and wields the
hook, the power of the structures course through her and into the
This room houses Ahunatum prize prisoners: the Twins. hook—and then spreads into the minds of the island’s inhabitants,
Ahunatum’s gorillas snatched the identical boys from Zoltan maintaining her hold over them.
Zaska’s island when they were mere infants. They were Zoltan’s The map of the island, of course, is lacking in one detail, as PCs
best hope for a surrogate (plus a backup!), and it pleases who have visited the goblins may note: The goblins’ village is
Ahunatum to have interfered with Zoltan’s plans. For his part, marked as a network of swamps and overgrown vegetation.
Zoltan hopes to regain the boys someday, but since they haven’t

140 Black Sails Over Freeport


- Act II, Part III: White Gorilla Island -
The Ritual of Ahunatum
Every 12 days or so, Ahunatum uses her dominate ability from within her Ritual Chamber. The spell simultaneously affects
everyone within a 220-foot radius of the Pyramid or any obelisk in the city. Every humanoid within the area of effect must
make a Will save (DC 18) or be dominated by Queen Ahunatum. The human inhabitants of Gorilla Island have been utterly
subjugated, and no they longer put up any resistance. Each obelisk must be re-charged with human blood between each ritual,
or the Dominate effect won’t cover that obelisk. Gorilla work crews travel through the city with wagons filled with human
prisoners slated for the obelisk. When they reach the stones, they shackle a human to the top of an Obelisk and bleed him to
death. The humans call this “Ascending before All,” but they do not discuss the nature of the ritual with outsiders. Though
the gorillas use most any human for the ritual, except those from the quarry, for they are not the fittest specimens. Since Jenny
Ramsey was once human, non-human blood does not work, so she has any non-humans who wash ashore from Hell’s Triangle
put to work in the quarries, and then she feeds on them when weakness overtakes them.
While on the island, the PCs should witness a Ritual, which usually happens at night. Each obelisk glows a dull blood-red color, and
lines of magical energy radiate from the Pyramid’s apex and around each obelisk. The PCs should realize that a spell is being cast
during this time, and PCs have a normal chance to resist the spell’s effect. Any PC who succumbs to Ahunatum’s domination can take
no action against her or her city. Additionally, the character must make another Will save at +4 or turn on the party members.
The PCs may try to knock down an Obelisk or two. Any disruption of an Obelisk, either by knocking it over or interrupting the
recharging allows the dominate effect to wear off on the neighboring humans. Many snap out of their stupor within a day or two.
However, any sign of a freethinking human brings the white gorillas on the humans with a vengeance. Within a day, a heavily
guarded gorilla work crew is dispatched to erect a new Obelisk. Ahunatum then performs the Ritual ahead of schedule to bring her
unruly subjects back under control. There are too many Obelisks throughout the city for the disruption to have any lasting effect.

extremely attracted to his roguish charms. His downfall was


Ahunatum’s Inner horrible. He is a shadow of his former self, and even more
pathetic because he continues to cling to the idea that he can
Sanctum (EL 13) regain his former glory.
• Moab Cys’varion: Moab remains a complete and utter
This is how an island queen would live. This room is mystery. Jenny never understood the vicious drow. But she
opulently decorated with silken curtains, hanging beads is considering an alliance with him, to get hold of his spy-
and vases filled with lush wildflowers; gold and silver glass: she suspects that she could use the focusing powers
braziers give off heady clouds of spicy smoke. In the of the Ritual Chamber to enhance the artifact’s powers and
center of the room is lies a huge four-poster bed covered open a gate to the Material Plane.
with thick, soft pillows. • Ezekiel Carthy: The pages taken up by musing and
mooning over Carthy easily outnumber those devoted to
The room has no mirrors, however—curious for a customer the other pirates combined. Until the betrayal, Carthy is
as vain as Ahunatum. (PCs may realize this after a successful nearly the perfect man for Jenny…if only he were a bit
Intelligence check, DC 25.) more adventurous, like Zaska. This sentiment turns on a
single gold doubloon, though. After his betrayal, Ahuna-
A quick search of the room uncovers a barnacle-encrusted pirate tum’s anger and wrath for Carthy is nearly unlimited. She
chest underneath a pile of cushions. The chest contains a small continues to write and obsess about him, almost as if she
amount of pirate booty and a neatly folded pirate outfit, which still cares for him…
is an artifact from the days when Ahunatum called herself Black
Jenny Ramsey. If the PCs look under the bed, they can find a series of holes
drilled into the stone floor. These holes lead to Ahunatum’s
The chest also contains architectural plans for the city and a actual resting place, a coffin-sized, velvet-lined vault directly
logbook. The book describes some of the Full-Fathom Five’s beneath the sanctum, which she reaches in her gaseous
exploits and an account of their defeat and banishment. A thorough form. The floor is a solid block and so can’t be prized up, but
examination reveals descriptions of the other members of the Five, enterprising characters may try smashing it. A closer Search (DC
both before and after they became undead: 30) will reveal similar holes hidden in the masonry throughout the
• Daen Danud: A vile, disgusting man, both in life and room—backup exits from the vault in case some enterprising souls
undeath. The latest entries, fairly recent, find Ahunatum try blocking the holes beneath the bed.
speculating that she may be forced to collaborate with A tapestry depicting a ship and her crew battling a tentacled
Daen, if she is to have any real hope of accomplishing her monster of the deep covers the wall. It would be worth 15,000 gp
goals. His own blood rituals and apparatus, while a waste of to a collector in Freeport. A secret door leading to the Blood Pit
good, hot blood, might be worth studying. beneath the Pyramid lies behind the tapestry
• Zoltan Zaska: While alive, Zoltan Zaska was the pirate’s Floor: Hardness 10, hp 200, break DC 50.
pirate, a dashing swashbuckler. Jenny Ramsey was Secret Door: Search (DC 25).

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- Act II, Part III: White Gorilla Island -
The Pyramid and
Dungeons
1 20’
8 1. Entrance Hall
2. Guard Room
4 2 10 3. Throne Room
4. Twin’s Room
5. Ritual Chamber
6 6. Inner Sanctum
9 7. Guard Outpost
8. Blood Pits
9. Cells
10. Cunning Trap 1
3 11. Cunning Trap 2
12. Gaping Pit

12 7
5 11

To Hidden Lagoon

The Dungeons (EL 1) Cells (EL 1)


A series of tunnels lies beneath the Pyramid. Ahunatum holds This area is a network of long corridors lined with dozens of cells.
prisoners and ritual victims here. The deepest recesses of the Pathetic human workers who have displeased the Queen are sent
dungeons connect to the Lava Caves, which in turn, connect to the here. Some end up in the gibbets up in the Plaza Square after “re-
Mines. If Ahunatum’s forces capture the PCs, they beat the party education.” Ahunatum uses some in her arcane experiments, while
members into unconsciousness, and the PCs wake up here. she simply eats others.
Human Workers (10): hp 3
The Blood Pits (EL 1)
This room is surprisingly opulent, given its apparent
Cunning Trap #1 (EL 2)
This five-foot-wide, ornately decorated corridor leads from the
function as a torture chamber. Amid the pictograms,
Blood Pits to a secret door in Ahunatum’s Inner Sanctum. Due
murals, and tapestries sits a stone table fitted with shackles.
to the corridor’s size, Medium sized PCs must travel in single file.
Unoccupied chains and manacles hang from one wall.
Midway down the long corridor is a trap, designed to prevent
anyone but Ahunatum from using this passageway. Her gaseous
Ahunatum’s pitiful subjects “ascend in her presence” here. form and spider climbing abilities allow her to bypass this trap
Rumors abound among the human slave population about what without triggering it.
this actually means. No one knows for sure, but the ascendants are
A pressure plate at either end of the trap activates a series of
never seen again. The gorillas regard this room and Ahunatum’s
spinning blades, which pop out from slots in the walls. The
rituals as sacred. They do not enter this room while she is inside.
pressure plate and slots in the walls are noticeable with a Spot
In truth, Ahunatum feeds on the blood of her subjects here.
check (DC20). The horizontal blades are located at varying
heights, so you can’t simply duck out of the way. An off switch sits
Guard Outpost (EL 14) in the center of the corridor; a foolhardy PC could find the switch
with a Search check (DC 20). Otherwise, the trap can be jammed,
A detachment of eight gorillas armed with neckstickers and but failure means the PC experienced some sort of kickback from
greatclubs is stationed here. Kann commands them. When not whatever he jammed in the spinning blades.
responding to alarm gongs or signal horns, the guards engage in
idle torment of human prisoners. Cunning Trap #1: CR 8; mechanical; location trigger; manual reset
(on/off switch); multiple targets (all targets in a 5-ft-by-30-ft
Kann: hp 66 room); Atk +20 melee (4d6+8/x4, blades); Search DC 20;
White Gorillas (8): hp 61 Disable Device DC 25 (failure 1d4 kickback damage).

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- Act II, Part III: White Gorilla Island -
Taking on Ahunatum
Where should the PCs have their final confrontation with the Queen of the White Gorillas? Several scenarios are outlined
below. See the sidebar on Ahunatum on page 127 for her personality and strategy in battle.

Behind Bars
If the PCs have allowed themselves to be captured by the gorillas, or are actually overwhelmed by them, the vampire certainly
wants to interrogate them. If the prospect seems like fun to you, feel free to toss more apes at the PCs until resistance
seems like a bad idea. This also gives the PCs a chance to exploit their knowledge of the Full-Fathom Five in manipulating
Ahunatum. For example, if the PCs mention they knew Ezekiel Carthy, Ahunatum reveals her last remaining shred of
humanity; she hates Carthy for his betrayal, but some part of her still loves him. She may even soften enough to offer the PCs
a deal. A particularly charming PC may entice Ahunatum into revealing some of her plans this way. Mentioning Zoltan in the
right light has the same effect. The PCs might also run into the Twins during imprisonment. Through prodigious use of social
skills, such as Bluff and Diplomacy, the PCs may convince the brother to help them escape.
GM’s Note: If Ahunatum or her guards capture the PCs, the queen takes possession of any recovered artifacts they carry; she
then makes a beeline for Hell’s Triangle.

The Ritual
The PCs might come upon, and attack, Ahunatum as she performs her domination ceremony. In this case, she turns the full
force of her gorillas and humans upon the PCs, as she watches from the Pyramid. If the PCs overwhelm her troops, or turn
them against her, she tries to dominate the PCs with the special powers of her hook; she then retreats to the dungeon and
eventually to the Hidden Lagoon. She then attempts to escape the island with the formidable King Gazzera’s assistance (see
page 145).

The Inner Sanctum


If attacked within the Pyramid, Ahunatum pursues basically the same strategy. If the PCs look to be overwhelming her armies,
she attempts to dominate them, and then fights until she gets within range of a door, whereupon, she takes gaseous form and
hurries to the dungeon to make her way to the lagoon. There, she gains King Gazerra’s assistance, and the gorillas and humans
swarm together to block her retreat.

The Queen Is Dead


If the PCs kill Ahunatum, or if she flees the island, her domination effect ends, and the island’s inhabitants gain their freedom.
Can the apes and their former slaves live together in peace? While unlikely, that’s up to you.

The Hook of Yarash


This pirate’s prosthetic hook appears to be made of tarnished brass. Its barb is especially sharp, and the curve of the hook
doesn’t seem quite right. To use it properly, the owner must cut off a hand.
Its most significant power, which Yarash exploited to chilling effect, is dominating men and beasts. With a Straightforward roll,
as outlined in Using the Artifacts of Yarash on page 65, a PC may affect all creatures within a 10-foot radius per character level,
as per a lesser mind-affecting spell, such as charm person (10th-level caster). With a Complex roll, a PC may affect all creatures
within that area, as per a strong mind-affecting spell, such as dominate person (10th-level caster). In both cases, however, the
effect only lasts for one day. Other straightforward tasks include helping a willing subject remember a forgotten fact or forcing an
unwilling subject to speak the truth; other Complex tasks include restoring a character’s lost Intelligence or Wisdom.
GM’s Note: If a character does not remove a hand to use the hook, the Straightforward tasks require a DC 30, while Complex
tasks require a DC 35 roll.
Ahunatum may use any of those powers at will, which complements her natural vampiric powers quite nicely. But, since the
hook spoils the “White Goddess” persona that Jenny Ramsey has adopted, she holds her left hand behind her back or concealed
within the folds of her diaphanous white robes.
In combat, treat the hook as a +1 sickle. If a character cuts off a hand to use the hook, the hook’s damage rises to 2d4+1+Str,
and its critical threat range expands to 18-20, with a multiplier of x3.

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- Act II, Part III: White Gorilla Island -
entered the Lava Caves has ever come out again, so the island’s
inhabitants are unaware of an important fact: the caves connect
Ahunatum’s Mines to her Dungeons.

The Labyrinth (EL 4)


On both sides of the Lava Pit, the PCs find themselves in a maze
of similar small, twisty passages. While wandering through these
catacombs of red-hot rock, the PCs have a 50% chance per five
minutes of running into a monster:

Wandering Monsters
d20 roll Monster
01-04 Shriekers & Violet Fungus
05-09 Phantom Fungus
10-14 Band of 3 Salamanders
15-18 Fire Elemental
19-20 A band of 10-12 Azers, or Dwarves from the
Elemental Plane of Fire. This band of Azers
came through the same volcanic rift as the
other fire-based creatures in this area. They
are peaceful, but they will defend themselves
if attacked by overenthusiastic PCs. The
Azers have set up a parallel mining operation
here in the deepest parts of the volcano. Like
most dwarves, they are intent on digging
for precious gems. So far, Ahunatum has
not noticed their small operation. When

Cunning Trap #2 (EL 2) encountered, they are happily digging away,


singing jaunty mining songs and whistling as
they work.
Another narrow corridor leads from the Guard Room. A steep
set of stairs leads down. As the PCs travel down, the walls get See the MM for monster stats.
damper and the air gets more humid. A one point in the corridor,
the combination of ocean and volcano has created a trap, of sorts.
Seawater, heated by super-hot lava, spews out of vents at random The Lava Pit (EL 10)
intervals along a 100-foot stretch of corridor. The pressure from Unexpectedly, the mazes open into a large cavern dominated by a
the boiling-hot seawater builds up gradually, so for each round torrential river of molten lava, so hot the PCs can barely stand next
a PC spends in the area, there is a cumulative 20% chance that a to the ledge.
jet of steam spews forth where he or she stands. If the PCs move
cautiously, they may see a jet of steam shoot out ahead of them.
There really isn’t any way to disable this trap, short of diverting You take a final sharp turn in the twisting corridors,
the lava flow away from the seawater. and suddenly the rocky walls open onto…hell itself!
You stand on narrow ledge in a large cavern. Rushing
Cunning Trap #2 (Steam Trap): CR 6; mechanical (natural); past you, and making the room unbearably hot, is a
timed trigger (20% per round cumulative); automatic reset; river of bubbling lava! The blinding yellow river spits
multiple targets (all targets in a 100-ft stretch of corridor); out jets of flame and coughs up clouds of sulfur, as it
steam 10d6 points of damage; DC 21 Reflex saves for half; gurgles toward a lava fall at the western end of the
Search DC 20; Disable Device –NA-. room.

Gaping Pit A successful Spot check (DC 25) reveals a ledge and exit from
The gorillas dump the blood-drained corpses here after Ahunatum the cave on the other side of the room, across 100 feet of seething
finishes with them. A lava pool rests at the bottom of this pit (see molten lava. A number of shaky looking rocks float in the blinding
The Climb on the next page). The lava pool dissolves all waste magma.
disposed within it. To continue their trek, the PCs have to cross the river, either by
magic or by hopping from one floating chunk of rock to another.
Lava Caves The river pushes the rocks along by 20 ft. at the start of every
round, eventually driving them over the lava falls at the end of the
Subterranean caverns, coursing with rivers of molten rock, riddle cavern. The pattern of rocks shown in the map below recurs as
the deepest parts of the White Gorilla Island. No one who has rocks drop off the map and new rocks enter.

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- Act II, Part III: White Gorilla Island -
Leaping from one rock to another takes a successful Jump check King Gazerra (Dragon Turtle): hp 138
(DC 18). If the Jump check is successful, have the PCs roll a
On a closer search (Search, DC 20) of the half-sunken wrecks, the
Balance check (DC 13) to stay on the rock. If the PC fails the
PCs find:
Balance check by 5 or more, he or she falls fully into the lava,
taking 20d6 points of damage; otherwise, a character partially
falls in 2d6 points per round and may attempt to Climb (DC 13) Searching the Wrecks
back onto the rock. Magma damage continues 1d3 rounds after
DC Item Found
exposure but at half that dealt during actual contact (10d6 in the
case of total exposure; 1d6 in the case of partial exposure). PCs 10 one potion of cure moderate wounds (CL5)
must also make Balance checks (DC 13) as they land to avoid per party member
upsetting the rocks, with the same result if they fail. 15 two potions of cure moderate wounds (CL5)
per party member
Rocks can accommodate two Medium size PCs without metal
19 one potion of cure critical wounds (CL5) per
armor, one Medium size PC with heavy armor, or three Small PCs
party member
wearing any type of armor. Any more weight capsizes the rocks.
22 two potions of cure critical wounds (CL5)
In addition, whenever a character wearing heavy armor lands on a
per party member
rock, she must make a Strength check (DC 17). If the PC succeeds,
25 +2 crossbow of shocking burst
her weight splits the rock in half (or capsizes it, depending on
30 +2 greatsword of speed
where she lands). Have the PC make another Balance check (DC
35 ring of three wishes (two remaining)
13).
To make things more interesting, you may want to insert a combat Section Three: Pluses and Minuses
encounter. One of the wandering monsters from the tunnels may
come after the PCs. Or you could have them encounter a patrol of A Face That Launched 1,000 Ships: +100 xp to the PC who
1d6+1 gorillas. (If the gorillas have been hotly pursuing the PCs, realizes that Queen Ahunatum is Black Jenny Ramsey.
the Lava Pit is a great place to settle up.) PCs who attempt to make My Old Flame: +100 xp to any PC who uses the knowledge of
magical, melee, or ranged attacks while floating on the rocks must Ezekiel Carthy and Ahunatum’s relationship to the party’s
make a Balance check (DC 15) or else take a -4 circumstance advantage.
penalty to their to-hit rolls. So We’ll Do It Quiet-Like: +500 to each PC should the party
go through the entire island without being detected by
gorillas.
The Climb (EL 8) Oh My Goodness, That Woman Is Trying to Kill Me: -100 xp to
each PC if the entire party succumbs to domination.
A 20-foot-high room containing a large pool of molten rock sits
at the eastern end of the Lava Pits. The pool sits directly over
a vertical shaft way leading up to the Dungeons. If the PCs
enter the Lava Caves from above, they have to drop onto a rock
(Tumble or Dexterity check, DC 20, to avoid capsizing), climb
along the bowl-shaped roof of the Lava Pool (Climb, DC 20),
or swing over the pool on a rope (Dexterity or Tumble, DC 15)
to reach safety. If the PCs leave the caves via the shaft way, they
have to either make the same checks in reverse, or they must leap
onto a convenient rock and somehow attach a rope to the shaft’s
interior. See the Lava Pit on the previous page for rules about
jumping from rock to rock.

The Hidden Lagoon (EL 9)


An improbable waterfall at the back of the island conceals the
entrance to a subterranean lagoon, which provides something
of a back entrance into the Pyramid. Ahunatum knows of this
entrance, but she knows that King Gazerra, a fearsome dragon
turtle, lives there, so getting through requires dealing with him.
King Bowser caused the numerous shipwrecks that dot the lagoon,
and he lies in wait to attack the PCs by surprise.
Sprinkled throughout the shipwrecks are numerous weapons, potions,
and hoards of treasure (although these pale in comparison to the
treasures that await the PCs on Yarashad). A quick search (Search,
DC 12) uncovers enough standard weapons and ammunition to equip
any PC who wants them. Such a search also reveals some 5,000 gp
in hard currency and thousands more in the form of silks, spices, and
other goods. Ahunatum has long since stripped the choicest goodies
and gold from the hoard to decorate her Pyramid.

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- Act II, Part Iv: Crystal Lake Island -

146 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
Crystal Lake Island and
the Stone of the Heavens
C
rystal Lake Island is marked with a spyglass on the
player’s map. It is a strange place, where powerful Planned Encounters
transmutation magic has caused those that live there to
If you’re using planned encounters, you’ll find details about them
endure incredible mutations.
in these areas:
Full Fathom Five member Moab Cys’Varion rules this island as
• A Sudden Attack! occurs during the PCs’ visit to The
a god from his sunken fortress. A truly heartless creature, this
Lake People on page 157.
wight uses the power of a magical stone fallen from the heavens
to create a super-mutant army. With it, he plans to capture the city • Retaliation is launched from The Sunken Fortress on
of Freeport and exact his revenge upon those that forced him into page 159.
exile.
• A half-dozen Sea Dogs are the The Enemy Within in The
The map of Crystal lake Island can be found on page 150. Mutants and the Chief section on page 153.

Section One: Life on the Island


C
rystal Lake Island, so named because of the lake’s clear one gets to the lake, except at the Lake People’s settlement. Moab
waters at the island’s center, is roughly oval in shape, 15 has not used the stone’s powers on them as a whole, as he wants
miles wide at its center and 20 miles long. A vast jungle, them to supplying him with healthy subjects for his mutation
home to a wide variety of plants, fruit-bearing trees, and experiments.
animals, lies on the southern half of the island. The northern end of
the island rises steadily from the lake’s shores, attaining a height
of 150 feet when it finally reaches the sea. This rocky terrain has The Fishmen Mutants (EL 6)
some sparse vegetation and wildlife. As the heroes approach the island, a band of mutated fishmen
The island has no natural harbors, as a great catastrophe that struck begins hunting them. These creatures live in the seas surrounding
the ancient civilization that once lived here destroyed them. The the island, and they prey on anything they can find on or in the
heroes have to anchor their ship offshore and use rowboats to water. Although they can breathe normally with their lungs, if
reach the island. fishmen remain out of the water for more than five minutes, their
scales dry, causing them 1d6 points of subdual damage per round
The Lake People, as they call themselves, live in a large until they re-submerse their bodies. In the water, they swim as
settlement on the northern shore of the lake (Area 2 on the fast as fish, as they have webbed feet and hands as well as gills.
map). The Lake People are descendents of an ancient race who Octopus-like suckers cover their palms and the undersides of their
once ruled the island from the fortress at its center. Then a great arms. They use these to latch onto prey. See Dramatis Personae
catastrophe destroyed them, brought on by the use of a powerful on page 232 for details on the Fishmen Mutants.
magical stone that fell from the sky. The ensuing earthquakes
and volcanic eruptions sank the fortress at the center of the When the Fishmen sense the ship approaching, they strike while
island and created the great lake and the rocky hills to the north. it is still in the deep waters off Crystal Lake Island, hoping to
For centuries, the Lake People have lived on the island, isolated surprise the PCs. They leap out of the water onto the ship’s deck.
and alone, worshipping the power hidden in the lake. Now, The Fishmen then try to grab the ship’s crewmen with their
they worship Moab, who they believe to be an avatar of their sucker arms and drag them under the water to be eaten. They
ancestors. may also try to knock people overboard and drown them beneath
the waves.
Moab’s evil experiments do not always go as planned. He releases
the failures, as he calls them, into the wild to fend for themselves. Fishmen Mutants (4): hp 57
This group of mutated creatures has formed a loose band under
the leadership of a half-elf mutant called the Chief. The mutants
only want to live in peace, but they are in constant conflict with
The Southern Jungles
the Lake People, who view them as freaks to be feared and hunted. The mutants (odd plants and animals) live in the southern jungle.
The mutants live in the south of the island in a village among the The strangely colored trees reach a height of over 100 feet.
trees (Area 1 on the map). Mushrooms, normally only a few inches high, reach six feet in
these jungles. And coconuts can be dangerous falling missiles,
Moab’s experiments have not only affected the people on the
as they often grow over two feet across. Moab has caused these
island, but also the flora and fauna that remain alive. Some trees
mutations with the power of the Stone of the Heavens.
have grown to towering heights, some grass grabs at those that try
to walk upon it, and the island has wild boars the size of elephants. As the heroes travel through the jungle, the following events may
These mutations grow stranger and more numerous the closer occur at your discretion.

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- Act II, Part Iv: Crystal Lake Island -
Moab Cys’Varion
Moab Cys’varion was born into a noble family of drow, deep within the bowels of the earth. They lived in a great city, and
he enjoyed a life of privilege and decadence. When he was very young, his father took him along to witness his first torture.
The drow toyed with their human captives, and as Moab watched, his father raped and killed the human women, while their
men watched. Moab found the experience exhilarating; it shaped his attitudes toward other races for the rest of his life.
As he grew to manhood, Moab longed to prove himself. Although his family had always been inclined toward magic, he
preferred the ways of the warrior. He convinced his father to hire the best arms master to train him. For a year, he studied
the ways of war, and he became a very capable fighter. Eager to test his new skills in combat, Moab joined a drow raiding
party headed for the surface world.
At first, the raids proved very successful. The drow came upon the weak, pink-fleshed humans at night and crushed them
in surprise raids. They collected plenty of booty and enjoyed flaying and crucifying the humans. But, as often happens, this
did not last long. Soon enough, the local lord gathered an army of knights and lured the drow into a trap. Attacked during
the day, with no escape route, the knight’s slaughtered the drow and captured Moab to face trial and execution for his deeds.
While in prison, a slave dealer, intrigued by Moab’s jet-black skin and exotic features, took an interest in the drow. Before
the guards could execute Moab, the dealer paid for the drow’s safe escape. He then took Moab to the city of Freeport,
moving him one step closer to his fate.
Moab never imagined a place like Freeport existed. He had spent most of his life deep underground surrounded by stone and
darkness. After one look at the sea and the ships in the harbor, he fell in love with the city and the sea, where he knew he
was destined to make a name for himself. Unfortunately, the slaver bought Moab to fight in secret, underground gladiatorial
rings for the local crime boss. Although he longed to escape, he was watched too carefully. In the ring, he proved himself to
be an excellent fighter, and soon had a successful career in the pits. Ironically, that is how he finally freed himself.
One night, after an especially brutal battle in the arena, a man Moab had seen many times before in the crowd approached
him. The man was a ship captain, and he made Moab an intriguing offer. He would buy his freedom if Moab would serve in
Freeport’s true navy under Captain Francisco. Moab agreed immediately, quenching his thirst for freedom.
It was this strange chain of events that placed Moab at the infamous battle in which Captain Drac betrayed Captain
Francisco for the rulership of Freeport. As his ship was destroyed and he was about to drown, Moab made a pact with the
god Yarash. He and his four companions, Black Jenny Ramsey, Daen Danud, Ezekiel Carthy, and Zoltan Zaska, struck a
terrible bargain. In exchange for their lives, they vowed to serve Yarash and spread his terrible gospel throughout the world.
In a final twist, Yarash saved their lives, but cursed each of them with undeath. In his grueling existence as an undead
creature, Moab experienced a horrible glut of life, with no relief and no end in sight. His skin changed to a sickly white, and
he lost all of his hair, but his bright red eyes remained. Those who saw him thought him a demon. On the inside, his mind
turned to dark thoughts, and his rage found an outlet in the senseless butchery carried out by the Full-Fathom Five.
During this time, Moab returned to his roots and his magical heritage, becoming a wizard specializing in transmutation
magic. Initially, he hoped to find a way to reverse the curse of undeath upon him, but as time went on, he thought this to be
impossible, due to the horrible power of Yarash.
When he and his human crewmen were hurled into the whirlpool by Carthy’s betrayal, their ships were badly damaged.
They wandered for many days in the strange seas beyond the maelstrom. To survive, his men turned to cannibalism, as the
strong preyed upon the weak. Horribly, a fleet of twelve ships was reduced to only five.
Eventually, they stumbled upon an island that would be their salvation. They quickly moored their ships and rowed ashore
on small boats. After drinking their fill of fresh water and eating the fruits and berries from the trees near the shoreline, they
began to explore.
Moab felt a strong magical aura coming from the center of the island. Using his magical spyglass, he located the source of
the aura beneath the waters of a pristine lake in the interior of the island. His head throbbed from the energy emanating from
it. Quickly he cast invisibility and fly on himself and rushed to get a firsthand look.
Hovering over the island, he spotted the large inland lake, and he knew at once that this was what he had seen through the
spyglass. As he came in closer, he saw a small stone platform at one end of the waterline. Figures were on the platform
performing some sort of ritual; a crowd watched them intently. The figures hurled an animal sacrifice into the lake, and the
people cheered.
Moab knew his few men could not conquer these people, but he thought he could wield the magic hidden in the lake to his
advantage. Under the cover of darkness, he journeyed to the lake and discovered a fortress deep under the water. A magical
aura surrounded the mostly intact fortress. He entered the fortress using his water breathing spell and found a strange black
stone, the source of the magical energy he felt.

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- Act II, Part Iv: Crystal Lake Island -
Upon touching the Stone of the Heavens, Moab knew that it contained powerful transmutation magic. The power coursed
through his mind, nearly overwhelming him. Using the stone, Moab created an incredibly powerful sphere of force (a
powerful wall of force) around the fortress, pushing back the lake’s waters. Then, he quickly moved all of his men into the
fortress, whereupon, he hatched a clever plan.
He observed the Lake People for many days, and using his spyglass and spells he learned what they worshipped in the lake:
the spirit of their ancestors from a long-destroyed civilization. The next time the island people came to perform their ritual,
Moab appeared in altered form with a small group of his men from beneath the waters of the lake! He proclaimed himself
an avatar of their ancestors, and he demanded their worship. As they bowed before him, he told them that the spirits of the
old ones were awakening. They had returned to the People of the Lake, the chosen people, to create an army to take over the
world. If they proved themselves worthy, they could join the spiritual host’s army. This overjoyed the Lake People, and they
have done his bidding ever since.
Moab worked long and hard to learn the secrets of the magical stone he discovered in the sunken fortress. Using his magical
spyglass as a focus, he channeled the magic and mutated various living things. Not all the mutations proved beneficial,
however, and some even killed the unfortunate subjects. The stone’s enhanced power also caused strange mutations to occur
on the island. This didn’t concern Moab, however. He thought it a small price to pay for an army of super-soldiers altered to
perfection, an army that he would lead back to Freeport to exact his revenge.
To return to Freeport, Moab created a magical portal deep within the fortress using the power of the Stone of the Heavens.
When he completed it, try as he might, he could not get the portal to work. Recently, with his imp familiar’s urgings, Moab
contacted a devil to seek help with the portal. The devil promised to help him if he would, in turn, take the devil with him
when he went to battle. Moab reluctantly agreed, and the portal is now nearing completion. Making a deal with a devil is
never exactly what it seems, though, and Moab is in for a surprise if he allows the devil to come through to this plane.

Moab’s View of the Others


Daen Danud: At one time, Moab was friendly with Daen. They spent many an evening together, talking of battles and
butchery. Even so, the way Daen seemed to revel in his curse of undeath bothered Moab. Now that he is raising an army of
undead creatures, Moab wants nothing to do with him. In fact, of all of his former companions, Daen wants to kill Daen the
most—unless Carthy shows up.
Ezekiel Carthy: Moab’s closest friend among the Five was Carthy. They hit it off immediately, and they spent much time
together. Moab found Carthy’s infatuation with Black Jenny Ramsey ridiculous, as he himself viewed woman as toys to be
played with and then discarded. Even so, he listened to his friend’s problems with Jenny and Zoltan Zaska, and they both
took pleasure in making Zoltan look ridiculous. Carthy’s betrayal of the group amazed Moab. Now, he wants to find Carthy
and ask him why he did what he did. When Moab gets his answer, Carthy will pray for death after experiencing drow torture
firsthand.
Black Jenny Ramsey: It is true that Ramsey is a beautiful woman, but Moab did not fall in love with her as Zoltan and
Carthy did. For Moab, love is a foolish, futile thing. If he wanted Jenny, it would be for one night and one night only; the
pleasure and pain he would inflict on her would be a once in a lifetime experience. But Moab is really indifferent toward
her. When he takes over Freeport, she will remain stuck in this hell.
Zoltan Zaska: Moab likes Zoltan because he is a vicious, sadistic bastard. He likes the way Zoltan tests people and uses
them. They used to have great fun torturing prisoners together, and he has thought of partnering with him. However, Zoltan
still pines for Ramsey, and this infatuation makes him weak and useless in Moab’s eyes.

and legs, attempting to pull them to the ground. See Dramatis


Oh, my God! What Personae on page 235 for more information on this new monster.
is that thing! (EL7 ) Grab Grass: hp 75
Approaching what they think is a small hillock within the jungle,
the heroes come upon a huge tendriculos. It attacks until killed. Look at their Faces!
Tendriculos: hp 147 They’re hideous! (EL 8)
The heroes happen upon a group of five warrior mutants returning
The Grass! It’s Alive! (EL 9) from a foray into the jungle. These particularly ugly mutants have
As they walk through the jungle, the heroes enter a clearing some twisted, green, misshapen bodies and faces. They strike a defensive
50 feet in diameter. Ahead of them, they see an enormous skeleton stance when they see the heroes, but they do not initiate combat. If
of some four-legged creature lying in the two-foot-high grass. As the heroes do nothing, the mutants flee toward their tree village. If the
they reach the center of the clearing, the grass grabs at their feet heroes attack, four of the mutants fight, while the other one flees to the

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- Act II, Part Iv: Crystal Lake Island -
ranging from extra digits on their hands and feet, to horribly
disfigured faces or legs and arms that bend in the wrong direction.
The mutants gathered here have retained their original intelligence.
At first, they attempted to rejoin their friends and relatives among
the Lake People. That was a mistake. They quickly learned that
their former loved ones wanted nothing to do with them in their
mutated form. The villagers killed many of them before they could
flee, but those who escaped came to live here among the trees.
The mutants want to live in peace among their own kind.
Unfortunately, the Lake People have not been tolerant of their
neighbors. They see these mutants as abominations that must be
destroyed, and they often send raiding parties against them, hoping
to wipe them out of existence.
At first, the mutants attacked the Lake People in retaliation and
sheer anger. They were too outnumbered and ill equipped, though.
If the Chief hadn’t taken over their leadership, they might have
1. Mutant village been destroyed. He convinced the mutants to stop attacking the
Lake People. Instead, he convinced them to use their skills and
2. Lake People energy to create a sustainable society.
Settlement
Under his direction, the mutants have built a thriving settlement
3. Sunken Fortress among the trees on the far side of the island from the Lake
People’s settlement. They keep to themselves, fending off attacks
from the Lake People from the treetops. Instead of sending out
raiding parties, the mutants send out search parties to find newly
created mutants to bring into the fold.

village to warn the others of the attack. Understandably, this makes


The Mutant Village
the heroes very unpopular in the mutant village. The heroes might The mutants’ tree village sits in a clump of 12 trees that stand
also be able to convince the mutants to talk with them through magic over 100 feet tall. Suspension bridges connect them all, and rope
or persuasion. If they are honest (opposed Sense Motive check), the ladders that can be rolled up or down provide the only easy way
mutants take them back to their village. If the heroes try to fool the to reach the many platforms and houses built above. The trees
mutants, and they uncover the lie through the Sense Motive skill, the surrounding the village have all been cut down in a 50-foot swath
mutants back away, and they attempt to return to the village. to allow the mutants to see any attacking Lake People in advance.

Warrior Mutants (5): hp 35 A brief description of each numbered area on the village map
follows:

The Sky is Falling! (EL 8) 1. Tree Houses


As the heroes pass through a section of jungle, the wind picks up,
and the trees begin to shake violently, causing large coconuts to The mutants live in the trees marked with a 1 on the map.
dislodge and fall. The PCs have to make a Reflex Save (DC 20) to Most trees contain three to four platforms spread among the
avoid being struck by the falling projectiles. If the check fails, the tree’s branches. Each tree house 20 to 25 mutants. Some of the
falling coconuts cause 1d10 points of damage. platforms seem to be nothing more than boards set on top of tree
branches, while others are well-built rooms with walls and a roof.
The mutants carved out the tree trunks to provide shelter and a
The Mutants common room of sorts for the residents of each particular tree.

and the Chief 2. The Great Tree


The mutants that have suffered from Moab’s experiments live near This tree, the largest in the village, serves as the Chief’s home, as
the southern shore of the island—as far away from the lake as well as a gathering place for meetings. A huge 50-foot-diameter
they can get (marked Area 1 on the island map). The mutants have platform rests in the tree, 100 feet above the forest floor. At one
built a village scattered among 12 trees that stand over 100 feet end of the platform is the trunk of the great tree, almost 25 feet
tall. They mutants survive off the plentiful fruits and berries in the in diameter itself. The other end opens to the air, commanding a
area, as well as from the abundant seafood near the shore. great view of the surrounding forest and the sea. Here, the mutants
discuss important issues concerning their community.
These people represent Moab’s experimental rejects. He has
deemed them unworthy of inclusion in his grand army, as their The Chief lives in the carved-out trunk of the great tree. Ten other
mutations are too minor to be useful or their appearance is too platforms are located on different levels of the great tree; the 50
horrible to countenance. They have a wide variety of mutations, warrior mutants that defend the village live in these. The other

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- Act II, Part Iv: Crystal Lake Island -
The Chief
The mutant leader stands six and a half feet tall, with short white
hair, and an extremely muscular build. He was once a pirate in
Moab’s fleet, but since his transformation, he remembers little
of those days. When he escaped the dungeons under the sunken
fortress, he found his way to the mutant village and quickly rose
to lead them. Changed not only in body, but also in spirit, by the
Stone of the Heavens, the Chief created a fair and just society of
tolerance that has allowed the mutants to live in peace.
His loyalty first and foremost is to his mutant brothers and
sisters. Until the power of Moab can be overthrown, he must
protect them from the Lake People and their incessant raids.
He blames all of this on Moab and his manic drive to create an
army of mutants to do his bidding. He believes that destroying
the stone that gives Moab his power will allow them to live in
peace. To that end, if the heroes can prove themselves worthy,
he may share his secret with them.
The Chief escaped the Sunken Fortress when he learned of
Moab’s plans. Escaping was not easy. He tunneled his way out
from the dungeons, only to find himself in the lair of a terrible
hydra. He fled from the creature and climbed a small shaft,
100 feet up, to freedom. If he believes the heroes can defeat
Moab, he leads them to the cave (See Area 5 of the Caverns
of the Hydra on page 158 and Dramatis Personae on page
239 for full stats on the Chief).
Chief: hp 45

mutants show them great respect, for without them, the Lake
People would destroy their homes.
Chief: hp 45
Warrior Mutants (50): hp 35

3. The Shrine of Mutos


This tree is the place of worship for the mutants, who revere a
god they call Mutos. When the stone’s power mutated them, they
all saw a vision of a strange being with six arms, four legs, and
two faces. They believe this being molded them into their current
forms. Some worship out of fear, while others do so to fulfill their
need to belong to something again. The shrine contains a beautiful
wood carving of Mutos and a replica of the magical Stone of the
Heavens in a tripod in front of it.
The villagers consider the shaman, Ararog, to be Mutos’ chosen, for
he has four arms. Moab rejected Ararog because he is physically
weak. He can barely stand, and is most often found sitting in a chair
praying to the statue of Mutos. He can provide healing to the heroes,
and he also has a small supply of scrolls that he has scribed from the
spells he knows. Depending on the relationship that the heroes have
with the mutants, Ararog may give the PCs some of the scrolls, or he
might charge them, asking for food or magical items in exchange for
his services, as gold holds no value here.
Ararog is also very talkative and seeks to engage the heroes in
conversation if they have proven friendly toward the mutants.
He knows a great deal about the Lake People’s settlement, so he
can answer most questions put to him. Although he remembers
little from his time within the Sunken Fortress, he knows that the

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- Act II, Part Iv: Crystal Lake Island -
Encounters with the
Mutants
The heroes might have the following encounters with the mutants:

Mutants! Attack! (EL 9)


Either on their own or in concert with the Lake People, the heroes
may decide to attack the mutant village. This is a tough task.
The mutants pull up all of the rope ladders and take up positions,
in cover (50%), to rain down carved wooden javelins on the
attackers. Due to the height of the trees and the design of the
mutant’s javelins, they have a 40-foot range increment instead of
30. If the heroes remain in the jungle and do not come out into the
open, the mutants remain hidden. The Chief then leads a group of
10 warrior mutants to flank the attackers when they least expect it.
If the heroes use magic to enter the village, the mutants respond by
trying to surround their enemies and bring them down with sheer
numbers. If the PCs kill Chief, the mutants will suffer a -2 morale
penalty on attack rolls.
Chief: hp 45
Warrior Mutants (10): hp 35

I Thought We Would
Never See Him Again
If the heroes have saved the ape mutant from the Lake People’s
Stone of the Heavens, the sacred artifact of Mutos, holds the key hunting party (see page 153) or Garros from the holding pen in
to Moab’s survival. Ararog pleads with the heroes to retrieve the the Lake People village (see page 154), the mutants welcome the
stone and bring it back to the village so it can be where it belongs PCs into their village with open arms. Ararog calls a gathering
among the children of Mutos. around the Great Tree, and the heroes get to meet the Chief. Even
though they have saved one of his people, the Chief remains wary
Ararog: hp 20
of the heroes, for the Lake People have tried to send spies among
them before. The PCs need to win him over through diplomacy
4. Herb Masters and honesty as he converses with them about their presence here.
This tree is the home of the herb masters Golan and Glora. During this time, Ararog, the priest of Mutos, casts detect evil
These two gnome mutants have learned to mix and brew the on the heroes to discover their intentions. If the Chief senses
various herbs and plants found in the forests into a wide range of any lying or evil in them (Sense Motive check) he does not tell
useful salves and potions. They rely on each other because their them about the secret caves, and he politely asks them to leave. If
mutations have made Golan blind and Glora fingerless. Glora tells necessary, he resorts to force to expel an unwanted group from the
Golan what to do and acts as his eyes, while Golan manipulates village.
the ingredients. It is a great partnership. They have created Ararog: hp 20
mixtures that mimic the following divine and arcane spells. Please Chief: hp 45
note that all of these items are caster level 6.
• Cure light wounds I Need Proof of Your Intentions
• Cure moderate wounds
The heroes may come upon the mutant village before encountering
• Neutralize Poison
anyone else on the island. If they converse their way into the
• Cat’s Grace
village, the mutants immediately take them to the Chief. He
• Bull Strength
scrutinizes them, and if they seem trustworthy, he makes them an
• Haste
offer. The Lake People have captured a mutant named Garros. If
• Barkskin
the heroes can rescue him unharmed, the Chief will help them in
As per the high priest Ararog, the gnome herbalists offer their their quest to stop Moab. The shaman, Ararog, knows a great deal
items to the heroes depending on their relationship with the about the Lake People’s settlement, so the Chief directs the heroes
mutants. They also accept food, herbal ingredients, or magical to speak to him about the details if they agree to his offer.
items in exchange for their mixtures.
Ararog: hp 20
Glora: hp 9 Chief: hp 45
Golan: hp 9 Warrior Mutants (10 in the group; 50 in the village): hp 35

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- Act II, Part Iv: Crystal Lake Island -
Planned Encounter: I Think I See Something
The Enemy Within (EL 8) in Those Rocks (EL 6)
It’s unlikely that the Sea Dogs who came ashore here were While exploring a section of the hills, the heroes happen upon the
prepared to handle a plethora of mutants raining down fire on them lair of a chaos beast. Moab created the beast with the Stone of the
from the tops of tall trees. So half of them seek shelter, and the Heavens. With its chameleon abilities, it blends in with the rocky
other half doggedly attempt to Climb (DC 20) the tall trees to get terrain, gaining a +10 on Hide checks. When still, it looks like a
to their attackers. pillar of jagged rock. When it strikes, it uses two stone fists with
razor-sharp bits of rock that appear claw-like. It has one huge eye
As unprepared as they are, they should be relatively easy pickings
in the center of its body and two stumpy legs.
for the PCs.
Chaos Beast: hp 66
Sea Dogs: hp 35

The Rocky Highlands The Lake People


The Lake People have lived on the shores of Crystal Lake for
The earlier earthquake and volcanic eruptions formed this portion
centuries; they are the ancestors of the ancient race that once
of the island, north of the Lake People’s settlement. The rocky and
ruled this island. When the Stone of the Heavens fell from the
difficult terrain rises up from the lake to a height of 150 feet. The
sky, it corrupted the hearts of this ancient people and ultimately
rock formations here are jagged and irregular, and it is obvious
led to their destruction. This small settlement is all that remains
that they were thrust upward with great energy and destructive
of the once-proud culture that thrived here.
force. The going is rough, with little vegetation or wildlife. Anyone
moving at faster than normal speed in this area must make a Balance When Moab came to the island, he duped these people into
check (DC 15) to avoid falling on the slippery gravel and stones, thinking he was an avatar of their lost ancestors’ spirits. Since
taking 1d6 points of damage. As the heroes travel through this area, that time, the Lake People have given him their able-bodied
the following events may occur at your discretion. men in tribute. They believe these people attain a better life and
the worthy will serve in Moab’s armies when he takes over the
Avalanche! (EL 5) world.

As the heroes make their way through the cliffs and rocks, they The Lake People view the mutants as beings who have somehow
hear a rumbling noise from above, followed by a few small stones failed to please their god. These abominations must be purged
that bounce off the path around them. Suddenly, a mass of large from this world. The Lake People send out raiding parties twice
rocks comes tumbling down the cliff, heading right for the heroes! a year to hunt the mutants down in the forests like animals. They
They must scramble out of the way (Reflex save, DC 15) or be call these raids the Great Cleansing, and when they hunt, they
crushed under the falling avalanche. A PC that states he is moving show no mercy. Frequently, their priests rally the Lake People
away immediately after hearing the rumbling noise and the falling to attack the mutant village to satisfy their fanatical devotion
rocks receives a +2 circumstance bonus to the save. Failing to Moab. Because of this, the two groups have not joined
characters take 8d6 points of damage. together to throw off Moab’s yoke and put an end to his heinous
experiments—of course, the Lake People do not think Moab has
done anything wrong.
Kill the Mutant? (EL 8) The priests control the settlement and rule over the Lake People
A few miles from the Lake People’s settlement, the heroes come in a rigid theocracy. They have convinced their subjects that their
upon a strange scene. A group of five hunters dressed in leather sole purpose in life is to aspire to be chosen by Moab to join
armor and armed with bows appear to be hunting down a strange- his host of warriors. If they are pure of mind and body, they can
looking creature. The creature runs on two legs, but uses its long become his champions when he takes over the world.
arms like an ape; it does not have any fur. Several arrows protrude
from its large body. As the creature turns its head, the heroes realize The people here are not very intelligent, and they speak in
its face is human! If the heroes help to hunt the ape mutant with monotones, like automatons. It may be that the small population
the Lake People, they welcome the heroes back to their settlement here, as well as Moab’s sacrifices, has caused inbreeding and
to meet the Priestess Gabriella. If they intercede on the mutant’s genetic defects. It is also possible that the power of the Stone of
behalf, the Lake People try to convince them the abomination must the Heavens has affected them. Whatever the reason, the Lake
be slain. If the heroes attack, the Lake People flee after taking only People do not do much thinking on their own. They do what the
one casualty. The mutant cannot speak, but he tries to motion for the priests tell them to do. Their leader is the high priestess Gabriella
heroes to follow him. He wants to take them to the mutant village. (See the High Priestess Gabriella sidebar on page 154 for more
Captured Lake People can be questioned. They know that their details).
god is in the lake and that he takes worthy people there to become
soldiers in his army. They also tell the heroes to speak to the wise
Gabriella, their priestess, if they want to learn more.
Lake People Settlement
A 10-foot-high, one-foot-thick stone wall quarried from the
Ape Mutant: hp 52
nearby hills surrounds the Lake People’s settlement. A brief
Lake People Hunters (5): hp 52
description of each numbered area on the settlement map is
Priestess Gabriella: hp 63
provided below.

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- Act II, Part Iv: Crystal Lake Island -
2. Huts of the Priests (EL 4)
These round huts house one priest of Moab each. The priests live
close to the river to honor the power hidden in the lake. The huts
are rather spartan, each containing only a sleeping mat, a writing
desk, and a chest. During the day, these huts are empty, as the
priests leave to perform their duties in the temple. The unlocked
chests contain mostly personal effects, as well as 1d100 shell
pieces.
Priests of the Ancestor: hp 33

3. Temple of Moab
At over 60 feet in height, this domed building is the tallest in
the settlement by far. The dome alone accounts for 30 feet of its
height. A long staircase at the front of the temple leads down to
the shores of the lake and to the ceremonial altar on a pier (Area
8: Altar of Sacrifices). Gabriella, the high priestess, lives in the
temple. When the heroes arrive in the settlement, the Lake People
bring them here to meet with her.

4. Holding Pens (EL 6)


The Lake People keep captured mutants here like animals.
Eventually, the priests sacrifice them to Moab in bloody rituals.
The pens are fenced in with bamboo poles tied together with
incredibly strong vines. Five guards watch over one mutant
captive: a dog-man named Garros who can talk. See the sidebar on
page 156 for more information on Garros.
High Priestess Gabriella
Garros: hp 19
Gabriella is a human female over 60 years old, but she Lake People Guards (5): hp 51
does not look a day older than 40. She stands over six
feet tall and is thin and wiry with long, straight, black
hair. She wears flowing aquamarine robes with a dark 5. Fish Houses
blue cape and a necklace of pure jade. These buildings house fishmongers of various types. Fish is the
Gabriella serves Moab with unfailing devotion, and her main food for the people of the settlement, and they prepare it in
hatred for all mutants is fanatical. She speaks about them many ways: smoked, salted, cooked, and even raw. Every day, a
as if they were animals. She has convinced her people that fresh catch is brought in from the sea to these houses to be bought
they have only a short time to prepare for the trials that and sold. The Lake People do not take fish out of Crystal Lake; to
Moab will set before them. If they prove worthy, he will do so is sacrilegious.
let them join his great army when he marches to victory.
The unworthy ones will come back as hideous creatures.
Then, they will hunt down these disfigured mutants and
6. Fish Bone Carver
kill them in Moab’s name, as they have failed the test. This small hut is home to an artist named Old Ned. Although
half-blind, Ned has a great skill with carving fish bones.
Depending on their actions, Gabriella treats the heroes A variety of designs graces his shop, and if the heroes are
differently. Those that understand that mutants must die interested, they can find a sculpture of almost anything they
may be invited to attend the next ritual to prove their worth dream up. Ned also has a special dagger that he can sell the
to Moab. Those that disagree may be drugged and forced to heroes carved from a fish bone, which acts as a +1 keen dagger.
become sacrifices or killed outright for their stupidity. He gives it to the heroes if they have helped to kill mutants. If
not, he sells it for 500 shell pieces.
Old Ned: hp 3
1. Guardhouses (EL 2)
Garrisons of three guards, on rotating shifts, occupy these guard 7. Bowyer/Fletcher
posts day and night. They keep a lookout for any wandering bands The Lake People are quite adept at using the bow, and this
of mutants or strange creatures that may come out of the forests. building houses the master bowyers and fletchers that craft these
Each guard post has an alarm bell that can be used to warn the weapons. Longbows created here have a range increment of
settlement of approaching danger. The settlement has a total of 30 120 feet and the arrows do an extra +1 to damage. A composite
guards. longbow costs 500 shell pieces, and a quiver of 50 arrows costs
Lake People Guards (3): hp 51 100 shell pieces.

154 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
8. Altar of Sacrifices
The priests bring the sacrifices to Moab here by the lake’s shore. Shell Pieces
An altar rests on a platform (pier) that reaches out into the lake. What are shells? The Lake People do not use coinage
to transact business in their settlement, as they have no
9. Small House mines of precious metals like gold and silver. Instead,
they trade seashells that they find on the shoreline. The
Gabriella offers this small, one-story house to the heroes if they more rare, beautiful shells have more value. The smooth
want to stay the night in the settlement. The house contains a pink coral shell is the most often used for currency; it is
common room and two bedrooms that have four beds each. roughly the size of two coins. One coral shell roughly
The remaining buildings house the other Lake People and other equals one gold piece. All mention of shell pieces in this
necessary tradesmen, such as a blacksmith. If you wish, you can section refers to coral shell pieces.
add something of your own design.

Encounters with dinner with all six of her priests. At dinner, she cordially asks
why the heroes have come to this island. Later, she tells them
how she hates the mutants because their disfiguration shows they
the Lake People failed to serve Moab. She tells them that a sacrifice is taking place
The heroes might have any of the following encounters with the tomorrow, and that she would be honored if the heroes attended,
Lake People. for the great Moab might be honored by their actions and choose
them to serve him. By sacrifice, she means that a number of the
Lake People will be taken to the platform near the water’s edge
Welcome! Please and thrown into the lake as an offering to Moab. She really does
not know the specifics about what happens to the chosen, only that
Come to Dinner (EL 12) the unworthy return as horribly misshapen mutants. If the heroes
If the heroes have helped a raiding party kill a mutant, the decline, she signals for them to be served a special wine laced
Lake People take them to the temple to meet the High Priestess with poison. Anyone drinking the wine has to make a Fortitude
Gabriella. She thanks them for their help and invites them to a save (DC 20) or fall unconscious. When awakened, they find

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- Act II, Part Iv: Crystal Lake Island -
If the heroes agree to attend the morning’s ritual, the Lake People lead
them out to the platform with the altar on it (Area 8). All the villagers,
about 400 people, attend the ritual. As Gabriella and her priests
begin chanting, a large, 10-foot diameter magical sphere rises out
of the water. After hovering for a moment, it begins to move toward
the heroes. If they allow it to touch them, it engulfs them within it,
rendering them immediately unconscious unless they make a Will
save (DC of 30). Then, they awaken sometime later in Area 5 on
Dungeon Level One of the Sunken Fortress, sans their equipment.
Resisting or moving away from the sphere agitates the entire
congregation. They scream, “Blasphemy!” No one refuses to enter
the lake when chosen!” If the heroes persist, the priests and the
people try to force them into the magical sphere. If all else fails,
they attack the heroes and try to kill them.
Keep in mind that Moab watches all of the rituals through his
spyglass. If he sees the heroes resisting the sphere, he pegs them as
troublemakers. From that point on, he keeps tabs on them via his
spyglass, making sure they do not spoil his plans.
Gabriella: hp 63
Priests of the Ancestors (6): hp 33
Temple Guards (5): hp 51

Saving Garros (EL 12)


The heroes may come to the settlement to rescue Garros at the
Chief’s request. Five guards watch over the captive, as mutants
have tried to rescue one of their own before. Two of the guards
stand by the door; the other three patrol around the pen. Each
Garros the Dog-Man has a signal whistle to blow at the first sign of trouble. Blowing
the whistle raises the alarm, causing the Lake People to close the
Garros appears to be human in all respects, including the
settlement’s gates. Within 1d10 rounds, Gabriella and five of her
fact that he can talk and he wears clothing. His mutation,
temple guards arrive to investigate. In 1d20 rounds, a group of
however, makes him walk like a four-legged animal
three priests arrive to investigate. The Lake People do not pursue
and he has an overlong, dog-like tongue that tends to
the heroes outside the city.
protrude from his mouth when he talks. The Lake People
captured Garros when he was trying to stop them from Gabriella: hp 63
killing one of his friends. He failed, and they knocked Garros: hp 19
him unconscious. Now he waits for the day when Lake People Guards (5): hp 51
Gabriella will sacrifice him to the god of the lake. Temple Guards (5): hp 51
If the heroes came to rescue him at the Chief’s request,
he is overjoyed and follows their every order. If they Who Are You?
happen to be looking at him from behind the fence, he
If the heroes come to the settlement before encountering the Lake
waits for an opportune moment to talk with them. Due
People elsewhere, they are stopped at the gate. No one has ever seen
to his overlong tongue, he spits when he talks, but he
strangers like this before, so, initially, they do not know what to do.
is otherwise very intelligent and well spoken. Garros
Of course, they eventually summon the priests, who ask the heroes
makes every effort to convince the heroes to free him; he
to accompany them to the temple to see High Priestess Gabriella.
even offers them a reward to take him back to the mutant
village, where he has 100 shell pieces stored away. Gabriella is direct and straightforward. She wants to know
why they are on the island, as most visitors attack first and ask
questions later. If the PCs seem friendly with the mutants or have
aided them in any way, this angers Gabriella. She asks the heroes
themselves stripped of their belongings and imprisoned in the to leave and not return. She does not initiate combat, but if a battle
Sunken Fortress (Area 5 on Dungeon Level One). ensues, six priests and five temple guards assist her.
If the heroes resist the poison, a battle ensues, as the priests If she believes the PCs are not sympathetic to the mutants’ cause,
and Gabriella summon five temple guards and attempt to kill or she allows them to remain in the settlement for the day, and she
capture the PCs. The meal takes place within the second floor of offers them a place to stay the night (Area 9). In the morning, she
the temple, in a 20-foot-square room. A rectangular table has been expects them to move on, as strangers make her nervous.
set up for the meal beneath a large chandelier suspended from the
ceiling. If the battle goes poorly for the priests, they flee to raise Gabriella: hp 63
an alarm in the settlement. Priests of the Ancestors (6): hp 33
Temple Guards (5): hp 51

156 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
• The Isle of Undeath (EL 6): Zombies (8), hp 22, who dog-
Planned Encounter: gedly bash at the village gate until it falls or they are killed.
Should they get inside, they try to grab a villager or two to
A Sudden Attack! take back with them.
A few hours after the PCs get inside the village (whether by
peaceful means or not), an attack force from another island Section One: Pluses and Minuses
assaults the walls. Choose an appropriate attack force from the
One of Us, One of Us: +100 xp to each PC if the party befriends
following:
the mutants.
• The Island of the White Gorilla (EL 12): White gorillas Back Door, Eh?: +25 to each PC if the party finds the secret
(5), hp 61. They should have no problem getting over the entrance to the sunken fortress (the Chief may have men-
wall, and unless the PCs act quickly, they grab a few villag- tioned it).
ers to take back to Queen Ahunatum. Here Boy…Good Dog Man: +50 xp to each PC for successfully
bringing Garros back to the mutants.
• The Boneshaper’s Throne (EL 15): 1 gigantic stone skull,
The Only Good Mutant…: +200 xp to each PC if they befriend the
hp 900, bashes through the wall and grabs up victims in its
mutants, only to intentionally betray their position to the
maw.
Lake People.

Section Two: Under the Island


The Caverns of the Hydra 2. Rat Holes
If the heroes have convinced the Chief to help them, then he
leads them to these caves. The Chief leaves the heroes just The passage here widens to 15 feet, and you hear a
outside the entrance. As the heroes enter, read the following to high-pitched squeaking noise. The numerous holes in the
them: cavern walls and floor draw your attention. You see rats
scurrying in and out of them. You have to walk carefully
to avoid stepping on them.
Although the cave mouth is only five feet wide, it
is nearly 10 feet high. The ground is hard here, so no
obvious tracks lead into or out of the cave, and the air This area and Area 3 are part of an enormous rat warren. The
exiting the cave carries a nauseating stink that almost rats live within the cavern walls among the many cracks and
chokes you. crevices. If the heroes leave them alone and do not try to look
into the holes or kill the rats, then the rats do not bother them. If
the heroes attack the rats or otherwise disturb the warren, the rats
The stink emanates from the ettin lair in Area 1. If a PC has the swarm them. The swarm consists of 100 rats, with 50 rats in each
Track feat, a successful Survival check (DC 20) reveals evidence five-foot square. They do damage similar to a creeping doom spell
of a large humanoid leaving and entering the cave. with 50 insects. If the heroes flee the cavern, the rats do not pursue
them outside.
1. Ettin Lair (EL 7)
3. Rat Warren
The passageway opens abruptly into a large cavern.
Stalagmites are scattered about the chamber’s floor, Your path dead ends in a 10-foot wide cavern.
casting strange shadows on the walls. At the northeast Hundreds of holes line the walls, and you hear strange
end of the cavern, you can just make out a small squeaking and scratching noises coming from unseen
underground lake. The stench you smelled from outside spaces behind the face of the rock.
comes from this chamber. The strong, foul odor seems
suspended in the air like a green vapor.
If the PCs stand around this area for longer than three rounds, the
rats come out of their warren to attack in a swarm, similar to that
A family of three ettins resides in these caves. They sleep near the described in Area 2. The ettins from Area 1 avoid this section of
underground lake at the back of the chamber. The male and female the caves.
ettins fight to protect their child, although the child can fight quite
well on his own. If the heroes leave the cave complex, the ettins
do not follow.
Among the pile of rags and other oddments that serve as their Doors In Section Two
sleeping mats, a Search check (DC 20) reveals a ruby worth 250 Unless otherwise noted, all doors here are strong
gp and an emerald worth 650 gp. wooden doors (Hardness 5; hp 20; break DC 25) and
Ettins (2 Adults): hp 65 unlocked.
Ettin (1 child): hp 32

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- Act II, Part Iv: Crystal Lake Island -

prey to enter the chamber, and then move out silently from their
4. The Deep Shaft lairs in the porous rocks.
Large Vipers (10): hp 13
As you enter this cavern, a welcome rush of fresh air
strikes your faces. It is comes from a five-foot-diameter
hole near the back wall of the room. 6. The Underground River
The shaft in this room is the long tunnel that the Chief described The fast-moving waters of a 15-foot-wide underground
to the heroes when he told them the story of his escape from the river block your path ahead. On the other side, you see a
Sunken Fortress’ dungeons. It descends 100 feet straight down to 20-foot-wide passage that narrows into darkness.
Area 5.
The heroes can try to climb down the shaft on a successful Climb The underground river is 20 feet deep, and it is rich with fish that
check (DC 25). the hydra feeds on. The heroes have to find a way across the river
to get to the cavern beyond. The waters move so quickly that a
Swim check (DC 20) is required to get across.
5. Snake Pit (EL 4)
The current moves toward the southeast, so anyone failing the Swim
check travels in that direction. Swimming against the current takes a
Reaching the bottom of the shaft, you find yourselves
successful Swim check (DC 25). A fallen character who can see may
10 feet above the floor of a rough-hewn chamber. Small
attempt to grab on to a ledge (Area 7 on the map) with a Strength
animal bones line the ground below. You see a low, two-
check (DC 15). A fallen character that cannot grab onto the ledge
foot-wide passage on the opposite end of the room. The
will continue to be carried away down the river by the current for
walls are made from porous rock, with many round holes
another 100 feet to a waterfall and certain death unless they can make
scattered throughout.
a Strength check (DC 15) to hang onto rocks protruding from the
riverbed. If the heroes make a lot of noise getting across the river,
Ten large vipers live in this chamber. They feed on the rats that they alert the hydra to their presence.
fall down the shaft from the warrens above. They wait for their
9-Headed Pyro Hydra: hp 97

158 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
7. Chamber of the Hydra (EL 9)
The narrow passage opens into a massive, 20-foot-
high chamber with stalactites covering the ceiling.
Thirty feet away, near the center of the room, rock
formations block your view of the remainder of the
cavern.

Area A is a ledge that protrudes out into the underground river,


which the hydra uses to fish its food out of the water. When not
alerted to the PCs’ presence, the hydra rests in Area B.
If the hydra notes the PCs’ presence, it moves to either Area A
or the passage into the chamber from Area 6 to try to corner and
attack them.
On a successful Search check (DC 20), the heroes discover the
following items among some discarded clothing and other garbage
in Area B: a potion of delay poison (CL 6); a potion of cure
serious wounds (CL 7); a scroll of burning hands (CL 5), and a +1
handaxe.
9-Headed Pyro Hydra: hp 97

8. Collapsed Passage
The passage beyond the hydra’s lair has collapsed,
making it difficult to continue on in this direction.
A 10-foot-thick, 15-foot high, 160-foot-square wall surrounds the
This is the passage the Chief described to the heroes. They can dig fortress. The sphere of force begins five feet from the walls and
through by hand to Area 6 in Dungeon Level One of the Sunken extends 50 feet above the lakebed. The tower at the center of the
Fortress. Doing so takes three hours. fortress was once over 50 feet tall but the upper two floors have
partially collapsed, leaving only two floors intact. If the heroes
approach from above, the fall is 20 feet to the top of the tower.
The Sunken Fortress No guards patrol the fortress, since Moab believes the stronghold is
Moab found this ancient fortress and tower when he first came impenetrable. However, if Moab’s men spot the PCs, they raise the
to the island. After locating the Stone of the Heavens within alarm. Moab then uses the spyglass and his imp to spy on the PCs
its dungeons, he used some of its magical energy to create an and direct his lieutenants and soldiers against them. Moab surrounds
immense sphere of force around the entire structure. Vents of gas himself with two groups of 10 mutants within five rounds at the
along the lakebed supply the fortress with air. With the sphere sound of the alarm. The groups attempt to approach the PCs from
in place, Moab and his men have created a nearly impregnable opposite directions and flank them. Additional groups arrive every
fortress beneath the waters of the lake. 10 rounds thereafter, until the PCs break their way through the lines
The sphere of force is a powerful wall of force surrounding the or are subdued. Moab tries to capture the PCs and attempts to draw
fortress. It can only be completely removed by the destruction of them to his side, rather than kill them outright.
the Stone of the Heavens within the fortress. Disintegrate, a rod of
cancellation, and a sphere of annihilation only create a man-sized Planned Encounter:
hole in the wall that seals itself within two rounds. Although the
heroes may use a hole created in this way to get past the barrier, Retaliation (EL 12)
the magic protecting the fortress does not allow water to pass
Even if your group has been through this encounter on another
through an opening of this size. Dimension door and teleport
island, you may want to run it here if they are at a loss for clues
spells operate normally to bypass the sphere.
about how to get into the fortress. As the PCs stand at the edge
The heroes have three possible entries into the Sunken Fortress. of the lake, they notice a group of 11 soldiers emerging from the
The first is to force a hole into the sphere, as described above. The water. Oddly, they are both armed and armored, which makes their
second is the secret underground caves known only to the Chief of emergence from the depths even more mystifying. Moab’s lieutenant,
the mutants (See the description of the underground caves within Jhondal (if he has not previously been killed) leads these 10 mutant
the Caverns of the Hydra section on page 157). The third way soldiers, who are out for a little payback.
to enter the fortress is to become a sacrifice, willingly or not, to
If the PCs don’t take cover, the mutants spot them and attempt to
Moab (See the sidebar on Gabriella the priestess on page 154 and
question them. Otherwise, Jhondal leads his soldiers to the village
the Lake People encounters section on page 155 for details).
for a little worship and then goes out to sea.

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- Act II, Part Iv: Crystal Lake Island -
The main tower once served as the headquarters for the army of
Tower Level One the ancient people that ruled this island. The catastrophe that sank
the fortress also collapsed the tower’s roof. Moab now uses the
1. Portcullis tower as a mess hall and meeting place for the army, as well as
quarters for his officers and some powerful mutated creatures.

A rusty, 20-foot-wide portcullis bars entry into the


fortress. Despite its appearance, it proves quite sturdy.
5. Entry Hallway
You have entered a 10-foot-wide hallway. Bracketed
This portcullis blocks the only break in the fortress’ outer wall.
torches line the walls at every 10 feet. A beautiful mosaic
The soldiers use it daily when they go out into the lake to fish.
on the floor depicts a naval battle near a large port city.
The soldiers keep it unlocked, as they have no need of preventing
The tiles shine and glitter in the torchlight. Fifteen feet
anyone from entering from under the lake due to the sphere of
away sit two doors on either side of the hallway. Another
force. Raising the portcullis requires a Strength check (DC 15).
hallway runs perpendicular to this one 30 feet away. At
the far end of the hall, sits another set of double doors.
2. Towers (EL 5)
The mosaic on the floor is relatively new to the tower. A successful
A 30-foot-high, 20-foot-square tower looms before Spot check (DC 20) reveals that the port city in the mosaic is Freeport.
you. Arrow slits pierce its outer walls and crenellations In the picture, an army of muscular, tall soldiers is razing the city. This
ring the roof. You do not see any sentries posted. Two is Moab’s depiction of his planned return to Freeport at the head of his
windows overlook the courtyard in the interior walls of mutated army. This floor is mostly deserted at night, but during the day,
the tower. especially at mealtimes, many soldiers move in and out of the tower.

These four towers were once used to survey the area around the 6-7. Mess Halls (EL 1-8,
fortress. They consist of a ground floor, a first floor, and a roof
level. Moab’s leaders use the towers to survey the drilling of his depending on soldiers present)
army from above. During the day, on a d20 roll of 14+ a soldier
and a sergeant stand in the second floor of one of these towers Long tables with benches from end to end fill this
overlooking the drills. room. Bits of food litter the floor and a few tankards and
Mutant Sergeant: hp 31 plates still sit on some of the tables. You see a door just
Mutant Soldier: hp 21 inside the room.

3. Barracks (EL 20) If the heroes enter this room during breakfast, lunch, or dinner, they
obviously encounter soldiers eating. The noise the soldiers make
while eating is clearly discernible from the hallway and requires no
This 10-foot-high, 20-feet-wide, 60-feet-long building
Listen check. During all other times, the PCs find these rooms empty
houses soldiers. It has a door on the short side. Inside,
85% of the time (1d6 soldiers may be snacking here at odd hours).
the building contains rows of cots, stacked four high, on
both walls. In one corner is a curtained-off area that, Mutant Soldier: hp 21
from the smell, must obviously be a latrine.
8. Kitchen (EL 8)
These three buildings house Moab’s mutant soldiers. Each billet holds
about 200 hundred men. The quarters are very crammed, as Moab This 20-by-15-foot room appears to be a kitchen.
has nearly completed assembling his army. The soldiers return here at Cupboards and shelves line the walls and a stove rests in
night to rest after drilling for most of the day in the courtyard. They the southeast corner of the room. A butcher’s block sits in
post no guards, as they believe they have nothing to fear here. the center of the room with a meat cleaver buried in it. A
Mutant Soldier: hp 21 staircase leads down in the northeast corner of the room.

4. Main Tower This kitchen supplies food for the hungry soldiers in the mess
halls in Area 6 and Area 7. During the day and early evening, five
cooks prepare food here, which they bring up from the larders
An 80-foot-diameter tower dominates the center of
below. They each have a third arm protruding from their chest that
the courtyard. It once stood over 50 feet high, but the
they use to help prepare the food—the extra appendage helps bash
roof appears to have collapsed into the top floor. Arrow
enemies, too. If the PCs encounter the cooks, one of them tries to
slits are cut into the walls up to 20 feet off the ground;
escape below to warn Moab. During other times, there is a 15%
a few windows look out over the courtyard. The double
chance a lone soldier is here trying to find a bite to eat.
doors before you are made of gold and have a beautiful
bas-relief of a sea serpent carved upon them. Mutant Cooks (5): hp 16
Mutant Soldier: hp 21

160 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -

Black Sails Over Freeport 161


- Act II, Part Iv: Crystal Lake Island -
9. Cooks’ Quarters (EL 7) Two heavy bronze doors allow entry to this large,
semicircular chamber that runs the width of the entire
The door opens into a square room with five beds. tower. Directly in front of you, at the end of a red carpet,
Each bed has a footlocker, and two armoires sit against is a dais with a magnificent throne carved out of jade.
the far wall. A black throw rug made of some unknown Three pairs of stone columns with various sea creatures
animal’s fur covers the floors. The animal appears to carved into their surface flank the carpet. At the foot
have had six legs. of the dais sits a long table covered with papers and
parchment. One of the larger pieces appears to be a
map.
The cooks from Area 8 sleep here. These rooms are empty during [Standing in front of the table, seemingly oblivious
the day when the cooks are working. If the heroes encounter to your entering, are five people. They appear to be
the cooks, one of them tries to escape to warn Moab below. The arguing with each other, while pouring over the papers
footlockers contain personal effects, clothing, and various sundries. spread out before them.
One locker contains a cache of 50 gp. The rug is made from a One of the men wears a dark blue robe and has
mutated panther’s fur. It weighs 25 pounds, and it is worth 500 gp. short gray hair. He clutches his staff tightly as he leans
Mutant Cooks (5): hp 16 over the table.
Next to him is a hulk of a man, muscular and tall
with tanned skin. He has straight black hair and a large
10. Cooks’ Quarters (EL 7) falchion lies buckled to his belt.
A third man stands near the center of the table. He
This rectangular room contains five beds and five has jet-black skin and white hair. He wears a longsword
footlockers. A large armoire sits in the back of the room, as at his side in a jeweled scabbard that accentuates his
well as a writing desk and chair. An enormous leather hide impressive silk shirt and tight breeches.
of some unknown animal with two heads covers the floor. A halfling with brown curly hair stands nearby
wearing leather armor with beautiful silver-gray boots.
A tough-looking woman rounds out the group. She has
The cooks from Area 11 sleep here. These rooms are empty during short blonde hair and wears a shinning breastplate.
the day. If the heroes encounter the cooks, one tries to escape to warn By the devices on her armor, you know her to be a
Moab below. The footlockers contain personal effects, clothing, and worshiper of Yarash].
various sundries. The two-headed hide on the floor is not from an ettin
but from a mutated man. The cooks here killed the creature when it
escaped the dungeons; they tanned its hide as a souvenir. The hide The NPCs described in the text are Moab’s boon companions. In
weighs 20 pounds, and it is worth 200 gp for its curiosity value. order, they are: Gaspar the Wizard, Ragnar the Barbarian, General
Hani’Barakas the drow, Rooster Tumblefoot the halfling rogue,
Mutant Cooks (5): hp 16 and Marissa the cleric of Yarash.
Moab uses this room to communicate with his soldiers and
11. Kitchen (EL 8) commanders from his jade throne. During the day, the people
standing around the table are Moab’s chief commanders. They are
You have entered a 15-foot-square room that smells discussing plans for the invasion of Freeport. Two of them feel
of cooked meat. A stove with a long pipe that leads that an attack from the island’s interior will prove more successful,
through the roof sits along the east wall. A cupboard while others prefer an attack from within the Old City. Throughout
filled with dishes and cups rests along the west wall. their conversation, they discuss being teleported into the area and
Various cooking utensils lie scattered on a table in the note their concern about the logistics of that kind of operation. If
center of the room. A staircase leading to the tower’s the heroes open the doors normally, the commanders notice them
upper level has been built into the north wall. on a Listen check (DC 15) unless they are trying to Move Silently.
There is a 40% chance that Moab is either watching his
This room is similar to the kitchen in Area 8 described above but commanders argue through the spyglass, or he has sent his imp,
the staircase here leads to the tower’s upper levels. During the Dreck, to look after them. Once he is aware of the heroes, he takes
day and early evening, a crew of five cooks prepares food here for steps to thwart them in the fortress.
Moab’s men. If the PCs encounter the cooks, one tries to escape to If engaged in combat, one of the commanders tries to escape to get help.
warn Moab. During other times, there is a 15% chance that a lone Otherwise, they fight to the death, as they are extremely loyal to Moab.
soldier is here trying to find a bite to eat.
Gaspar: hp 31
Mutant Cooks (5): hp 16 General Hani’Barakas: hp 61
Mutant Soldier: hp 21 Marissa: hp 40
Ragnar: hp 69
12. Throne Room (EL 11) Rooster Tumblefoot: hp 49
If the heroes enter this room during the daytime, read all of the The map on the table shows Freeport as it existed 150 years ago.
following description. If the heroes enter at any other time, then do It is worth 8,000 gp to a collector. The jade throne weighs 500
not read the information in brackets. pounds, but if it can be removed, it is worth 25,000 gp intact.

162 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
Moab’s Companions
You might be asking yourself how some of Moab’s human companions can still be alive 150 years after passing through
the whirlpool. The answer lies within the power of the Stone of the Heavens. The transmutation energy flowing from the
extraterrestrial stone can be controlled, but it requires a price. Moab found a way to stop his companions from aging.
However, this power has the unfortunate side effect of removing not only the signs of aging but also much of the experience
they have gained over the years. That is why Moab’s companions have remained at much the same experience level for all
these years.

Broken pieces of the throne are worth various amounts, depending


on how much is taken. 14. Storeroom
Tower Level Two This 15-by-15-foot room contains a number of boxes,
barrels, and crates. Shelves of supplies, sheets, and
blankets line the walls. A small green head with a pair
13. Wizard’s Room (EL 6) of yellow eyes stares at you from over the edge of one of
the larger crates. As you meet its gaze, it jumps out of
The door to this room has an arcane lock spell on it.
the crate and bows low before you, saying in Common,
“What can I gets for you, masters?”
This15-foot-square room contains a four-poster bed
along the north wall covered with fine silks, a writing
This storeroom holds the basic necessities for the soldiers living
desk and an armoire in the southwest corner, and a
on this floor. The storeroom contains candles, ink pens, sheets,
window in the east wall.
soap, and the like.
The green-headed fellow here is a goblin named Vichy, and he has
This is the living quarters for Gaspar, Moab’s wizard companion,
been a servant of Moab since his days as a pirate. Moab has kept
and his feline familiar, a black cat named Shadow. He is usually
him alive to serve him. It is his job to give anyone who enters this
here between the hours of ten o’clock at night and dawn, as
room the items that they request. He has been the subject of abuse
he spends most of his time in the dungeons below performing
for many years, and it has scarred his body and his mind.
experiments and making potions.
The heroes can question Vichy about the tower, but he tends to
Some fine parchment, an inkwell, and a pen rest on top of the desk.
ramble and add in much useless information. For example, if
The center drawer contains (3) feather tokens, bird and a bound
asked about his master, he might say, “Oh yes, master be strong,
notebook. The book appears to be Gaspar’s diary. Most of it is rather
and he live below in the dungeons, now where that bar of soap I
boring, but on a Search check (DC 20), the heroes find the following
lost last week go. Oh yes, now I remembers! I puts it in that box
passage: “I am concerned that the stone may be our undoing. In
over there. Last month master asks for soap, and I loses it, but now
my studies of the Lake People, I have found that this stone caused
I finds it. “
a great catastrophe. But what can we do? If it is destroyed, we will
certainly perish along with it, but if it remains we may also die.” Vichy knows that his master Moab lives below in the dungeons
The armoire only contains various items of clothing. and that he found a magical stone. He knows who lives on this
level of the tower and that many soldiers train below in the
Gaspar: hp 31
courtyard. He has also heard strange growling noises coming from
Shadow (Gaspar’s Familiar): hp 15
upstairs. Vichy answers two questions, and then asks the heroes
who they are, and he won’t answer any more questions until they
A. Secret Room tell him. Of course, he can be easily duped. If the PCs tell him the
truth or attempt to intimidate him, he screams very loudly, hoping
The door to this secret room is hidden. Inside is large locked chest.
for someone to come and save him.
The chest is also trapped.
Vichy (goblin servant): hp 25
Contained inside the chest is a sack with 3,000 gp, a scroll of
fireball (CL 6), water breathing (CL 6), and fly (CL 6), disintegrate
(CL 10). 15. Sergeants’ Quarters (EL 6)
Chest: Open Lock (DC 25); trapped (Glyph of Warding (Blast)) The door to this room is locked.
Door: Search (DC 25)
Gaspar: hp 31
The locked door opens into a neatly kept bedroom
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset;
with two bunk beds on the far wall. Two footlockers sit
spell effect (glyph of warding [blast], 5th-level cleric, 2d8
in front of each bed and a desk sits between the beds. A
acid, DC 14 Reflex save half damage); multiple targets (all
pair of armoires flanks the door and an aquamarine rug
targets within 5 ft.); Search DC 28; Disable Device DC 28.
depicting a battle at sea lies on the floor.
Shadow (Gaspar’s Familiar): hp 15

Black Sails Over Freeport 163


- Act II, Part Iv: Crystal Lake Island -
This room is home to four of Moab’s sergeants. During the day,
they are down in the courtyard training the soldiers. They are here 17. Jhondal’s Quarters (EL 7)
between the hours of 9 p.m. and 5 a.m. The door to this room is locked.
The locked footlockers each contain d100 gp, as well clothes
and various sundries. One locker contains (2) potions of water This 15-by-20-foot room is well appointed with a
breathing (CL 6). The armoires contain only clothing. plush wall-to-wall rug. It contains a large bed in the
Door: Open Lock (DC 25) northeast corner covered with blankets, a round table
Footlockers: Open Lock (DC 25) with five chairs in the northwest corner, and numerous
Mutant Sergeants (4): hp 31 paintings adorn the walls, each depicting a nautical
battle. Under the largest painting, to the left of the door,
is an ironbound chest. A closet rests to the right of the
16. Pen of the Man-Beast (EL 6) door and a small end table sits next to the bed.
This room is barred from the outside. On a successful Listen check
(DC 15) the heroes hear a growling noise coming from within the These quarters are the home to Jhondal, one of Moab’s lieutenants.
room. He is in charge of boarding actions with enemy vessels similar to
those shown in the paintings within the room. The PCs may have
The odor of unwashed fur assaults your senses as encountered Jhondal in Area 12. If not, he is here in his quarters
you enter this room. Your attention is immediately drawn between the hours of midnight and dawn, although he only sleeps
to the large creature snarling at you from the far end for three hours a night.
of the room only 15 feet away. It is covered in white fur To save his life, he attempts to talk with the heroes. After discovering
from head to toe and is very muscular. It has four arms, who they are, he does not disclose much information, but he does
each ending in a set of razor-sharp claws. It’s rushes tell them that Moab plans to destroy the other members of the Full-
towards you! Fathom Five with his army. If confronted with the planned attack
on Freeport, he denies it. If a fight ensues, he calls out for his fellow
This creature is the result of one of Moab’s experiments. Although commanders each round to see if they will come to his aid.
strong, it has only an animal’s intelligence. It does not like strangers, The closet contains only clothing. The end table holds an old
and it has been trained to attack creatures it does not know. If the book entitled Boarding Actions: The True Test of a Pirate written
heroes hesitate or attack, the man-beast attacks them. A hero with by Jhondal himself. It is worth 1,000 gp. The ironbound chest
the Wild Empathy ability may be able to calm the creature. is locked. Inside are 2,000 gp and (2) potions of cure moderate
Girallon: hp 81 wounds (CL 6).
Door: Open Lock (DC 25)
Ironbound chest: Open Lock (DC 25)
Jhondal: hp 81

18. Marissa’s Quarters (EL 5)


Upon entering this 20-by-15-foot room, the sweet smell
of fine incense strikes you. It emanates from a pot resting
upon a small altar to the right of the door. A floor-to-
ceiling aquamarine tapestry covers the far wall. A circular
bed covered with silk sheets sits in front of the tapestry. A
writing desk rests in the northeast corner of the room.

Marissa, Moab’s companion and a cleric of Yarash, stays here.


She is one of the commanders the heroes may have encountered in
Area 12. She resides in her room between the hours of 10 p.m. and
midnight, praying at the altar. Since she is an elf, she meditates
here on her bed from midnight to dawn.
Marissa shows no quarter and attacks the heroes as soon as she
spots them. During the fight, she calls out for help. Any spells that
Marissa casts in this room are at +2 DC due to her altar to Yarash
and her utter devotion to his cause.
Concealed under her bed, Search (DC 20), is a chest containing
3,000 gp, a potion of water breathing, a ring of freedom of
movement, and a ring of the ram (10 charges).
Marissa: hp 40

164 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
willingly talk to the PCs or surrender; he has been planning
19. Ragnar’s Quarters (EL 6) Moab’s revenge for too long to betray him now.
The door to this room is locked. There is a 25% chance that The mosaic on the long table depicts a battle plan for Freeport.
Ragnar is in his room working out with his practice dummy. If so, The mosaic shows the city’s harbor filled with ships bearing the
add this fact to the description below. five-starred-skull standard of the Full-Fathom Five. In the waters
outside the harbor sits a large creature, half-man and half-sea-
The door opens onto a sparsely decorated chamber. monster, crushing ships and hurling them to their doom.
In front of you is a small couch and table resting on General Hani’Barakas: hp 61
a black panther-skin rug. To your left is a large open
space with a wooden practice dummy. There is a window
in the curved wall there. To your right is a black curtain 21.The General’s Bedroom
preventing you from seeing the remainder of the room.
A strong wooden door opens into a room with three
Ragnar is a barbarian from the jungles of the south that joined up with straight walls and one curved wall with a window in it.
Moab years before falling into the whirlpool. He is extremely loyal Against the north wall is a large bed covered with fur
and fights to the death. The PCs may have encountered him in Area blankets and fine pillows. A chest rests at the foot of the
12. If not, he is here between the hours of 10 p.m. and 9 a.m., when he bed. A small writing desk complete with pen and inkwell
spends his time working out, drinking, and sleeping (in that order). sits under the window.

If Ragnar is found using the practice dummy, he turns and attacks


the heroes, immediately going into a rage. His battle scream The writing desk has a single locked drawer. The drawer contains
of “Death to the enemies of Yarash!” may attract some of his many papers and scrolls written in a strong, flowing script. Most of
companions to the fight from nearby rooms. them are notes on battle plans and tactics. On a successful Search
check (DC 20), the heroes uncover a note written on a small scrap
The panther-skin rug on the floor weighs 20 pounds and is worth of paper in the Elven. It reads:
400 gp. An unlocked but trapped iron chest rests beyond the
curtain. The chest contains 500 pp, a pouch with a diamond worth “I write this to clear my mind of these nagging doubts. I
1,000 gp, an emerald worth 500 gp, and a folding boat. am concerned that the master’s plan will bring us to ruin.
I dare not speak out against him, but the summoning of
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; this creature is a mistake. We have a large enough army to
repair reset; gas; multiple targets (all targets in a 10-ft.-by- take Freeport by ourselves. We do not need the help of this
10-ft. room); never miss; onset delay (3 rounds); poison otherworldly creature. I only hope that we can control it.”
(burnt othur fumes, DC 18 Fortitude save resists, 1 Con
drain/3d6 Con); Search DC 21; Disable Device DC 21. The chest is locked. Inside is a sack with 1,000 pp and two
Market Price: 17,500 gp. diamonds worth 1,000 gp each. The chest also contains a potion of
Door: Open Lock (DC 25). cure serious wounds (CL8), potion of bull strength (CL 5), and a
Iron Chest: Unlocked; trapped (Burnt Othur Vapor Trap) ring of swimming.
Ragnar: hp 69 Chest: Open Lock (DC 30)
Drawer: Open Lock (DC 25)
20.General Hani
’Barakas’ Quarters (El 7) 22. Rooster
Tumblefoot’s Quarters (EL 7)
This 50-foot-long, 15-foot-wide room has a curved
black wall pierced by two windows spaced 15 feet apart. This room is shaped like a quarter-circle that is
A couch rests against the north wall with a low table in roughly 30 feet long and 20 feet wide. There are two
front of it. In the center of the room is a long rectangular windows in the middle of the round wall at the opposite
table with five chairs around it. The top of the table is end of the room flanking a desk covered with papers.
decorated with a colorful mosaic, but you cannot make Against the west wall is a bed covered with fine linens
out the design from here. There is a door 30 feet south of and plush pillows.
the one you entered through.

This room belongs to Rooster, master halfling rogue and


General Hani’Barakas has been at Moab’s side far longer than longtime companion of Moab. The PCs may have already
any of his other companions. He is the general of Moab’s mutant encountered Rooster in Area 12. If not, he is here between
army, and he has been feverishly preparing for the battle for midnight and dawn.
Freeport. The PCs may have encountered Hani’Barakas in Area
12. During the hours of 10 p.m. and midnight, he sits in this The desk does not have any drawers. The papers scattered across
room going over battle plans. After midnight, he meditates until the top of the desk are pages from a book that Rooster is writing
dawn. on the art of the sneak attack. The pages have diagrams and
writings pointing out weak spots in armor and in creatures’ hides.
If encountered here, Hani’Barakas calls out to his other The book is unfinished.
commanders for aid while fighting the heroes. He does not

Black Sails Over Freeport 165


- Act II, Part Iv: Crystal Lake Island -
The permanent image spell hides a chest in a corner of the room. These mutated wolverines have retained their ability to rage as
If the room is searched, the PCs locate the chest on a successful their normal counterparts. They fight to the death. They have
Search check (DC 30). The unlocked chest is trapped. increased strength and do more damage than normal wolverines.
The chest contains 3,000 gp, a rod of wonder (20 charges), a Mutated Wolverines: hp 55
potion of cat’s grace (CL 6), a potion of haste (CL 6), and a pouch
with two rubies worth 500 gp each.
Chest: Unlocked; trapped (Glyph of Warding (Blast))
Tower Level Four
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset;
spell effect (glyph of warding [blast], 5th-level cleric, 2d8 26. Collapsed Roof
acid, DC 14 Reflex save half damage); multiple targets (all If seen from above, read the following:
targets within 5 ft.); Search DC 28; Disable Device DC 28.
Rooster Tumblefoot: hp 49
The roof of the tower has mostly collapsed in the
northern and western sections, revealing a hallway and
Tower Level Three two rooms below. Four-legged creatures move about,
but you can’t see them well from your vantage point. The
23. Food Storage remaining portions of the roof are intact, complete with
ramparts.

The stairs open into a large room cluttered with


If the heroes arrive from below, read the following:
many barrels and boxes of all shapes and sizes. A door
rests in the north wall of the room.
The northern and western portions of the roof have
collapsed into a pile of rubble. The remaining portions
This room is used for food storage for the creatures in Areas 24
of the roof are intact, complete with ramparts. Above
and Area 25. The boxes and barrels contain dried meat and fruit
you, the sphere of force holds back the lake’s waters.
and other foodstuffs. There is nothing else of value contained in
this room.
There is nothing of interest on the roof, although it does afford an
24. Mutated Leopards Pen (EL 10) excellent view of the courtyard of the fortress.

The door to this room is barred from the outside.


Sunken Fortress:
The roof of this large room has collapsed to the
north, exposing the sphere of force holding back the Dungeon Level One
waters of the lake far above. A number of deep growls
greet you as you enter. Moving toward you from the far 1. Pantry (EL 2)
end of the room are six spotted leopards. They have two
heads and their tails are spiked. They do not appear to
This 10-by-10 room is filled with barrels and crates
be domesticated.
from floor to ceiling. A door rests in the northeast corner
of the room.
These mutated leopards have been bred specifically to be used in
the invasion of Freeport. They attack the heroes immediately and
The cooks from the tower’s first floor use this room for storage.
fight until killed.
The barrels and crates contain everything from salt and spices to
Mutated Leopards (6): hp 32 dried fruits, meat, and flour. The door in the corner of the room is
cold to the touch.
25. Mutated Wolverines Pen (EL 7) If the heroes have not encountered and slain the cooks from the
The door to this room is barred from the outside and is made upper floors, there is a 30% chance that two of them are here.
from wood and reinforced with solid iron bands. The reason why Sounds of combat from this room may bring the two guards from
becomes quickly evident. Area 4 to investigate.
Mutant Cooks (2): hp 16
The barred door opens onto a chamber that is
roughly 20 feet wide and 25 feet long. The northeast 2. Magical Freezer
section of the roof has collapsed, revealing the waters
of the lake, far above. Three wolverines rest against
An icy blast of air strikes your faces as you open the
the far wall. Strangely, they rise up to stand on two feet
door. This rectangular room is 10 feet wide by 20 feet
as you enter and then move to attack with their fangs
long. The temperature in this room is below freezing,
bared.

166 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
The Lake People that are offered to Moab as sacrifices are taken
and you can see your breath in front of your faces. here to await mutation. Each cell can hold five people in cramped
Various carcasses rest on meat hooks lining the walls. conditions. The doors are locked from the outside. The two guards
in Area 4 have the keys to the cells.
This room is enchanted to remain below freezing permanently. Area A is the cell that the heroes are placed in if they have been
The meat on the hooks is used to feed Moab’s army. If the heroes drugged and sacrificed to Moab or have presented themselves
failed to save Garros from death in the Lake People Settlement, his willingly. Areas B and C currently hold four Lake People, two in
frozen carcass is on a hook in this room. each cell. The two men in Area B are named Wilson and Gordon.
If they are freed, they tell a story of strange experiments being
3. The Cooks’ Pets (EL 2) performed on them and how they have been strapped down to tables
and poked and prodded with all manner of instruments by horrible
little devil men with beards. Some of their companions have even
The disgusting smell of rottenness and decay hits been tortured or even bled to death in a horrible chamber south of
your nostrils as you open this door. This 15-foot-square the guardroom. Wilson and Gordon are too weak to fight or flee.
room is filled with all manner of garbage and refuse. They agree to be led out of the fortress by the heroes, but they do
There is a five-foot-diameter hole in the wall in the not go on their own. The prisoners in Area C are named Addie and
southwest corner of the room. Bennie. These men refuse to leave their cell. They believe that
Moab is only testing them and that he will choose them to ascend
This room and the attached warren are home to a dire rat and many into his army and undergo the great change. These men are religious
rats. The cooks keep them as pets, feeding them leftover table fanatics, and they cannot be convinced that Moab is duping them.
scraps and garbage. Five rounds after the heroes enter the room, Addie: hp 9
the dire rat enters through the hole in the wall. If attacked, he lets Bennie: hp 3
out a loud screech to summon the 20 giant rats living in the warren Doors: Open Lock (DC 20)
(marked A on the map). Sounds of combat from this room may Gordon: hp 3
bring the two guards from Area 4 to investigate. Wilson: hp 7
Dire Rat: hp 42
Rats (20): hp 1 6. Collapsed Cell
The door to this room is barred from this side. If the heroes enter
4. Guard Room (EL 7) this room from the prison (Area 5), read the following:

This 15-foot-square room has an exit in the center of each After scraping open this door, you see a large room
of its four walls, each blocked by an iron portcullis. Two beyond filled with rubble. The passage beyond has
guards sit at table in the center of the room playing cards. collapsed and looks impassable.

These men have been chosen as guards due to their unique The rubble extends for about 20 feet. It takes about three hours for
mutation. They literally have eyes in the back of their heads! They the heroes to dig their way through the rubble to the caves in the
cannot be flanked, and they gain a +2 to all Spot checks. Caverns of the Hydra section on page 157.
If the guards have come to investigate the sounds of combat If the heroes have come from the caverns, they have to break
earlier, they won’t be in this room. The men here have become down the door into the prison. If they break down the door,
somewhat complacent, as there has not been any trouble for many the two guards in Area 4 (if not already encountered) come to
years. They mainly make sure that none of the soldiers or men investigate.
from the upper levels wander around down here in the dungeons.
Door: Strong wooden; Hardness 5; hp 20; break DC 25
If the guards detect the heroes, one of them runs to summon help
from the guards in Area 8 and the torturers in Area 9. The other
tries to shoot the heroes with his repeating crossbow. When help 7. Preparation Chamber (EL 7)
arrives, one of the guards heads below to warn Moab.
A bank of four levers (marked with an X on the map) on the floor The smell of decayed flesh assaults your nostrils as
near the guard table controls each portcullis. you enter this rectangular, 15-by-30-foot room. Two
doors rest in the center of the east and west walls.
Mutant Guards (2): hp 60 Four stone slabs, stained with dried blood and bits of
decaying flesh, sit in each corner of the room. A channel
5. Prison Block dug into the stone of the chamber floor funnels the blood
from each of the tables toward the center of the far wall.
It disappears into a hole there beneath a carving of five
This corridor is lined with doors spaced every five skulls. Along the walls are various wicked instruments
feet or so. Each door has a small, barred window in it. of torture that must have been used on the prisoners
Farther down the hall, the corridor turns to the left. unlucky enough to be placed on the tables.

Black Sails Over Freeport 167


- Act II, Part Iv: Crystal Lake Island -
Moab’s View of the PCs
Moab sees the heroes as a threat to his plans. It would be a great boon if they could be turned to his cause, though. If he learns
of their presence, he tries to convince them to join him. If he fails, he subjects them to the power of the Stone of the Heavens,
or he kills them if they resist.

Moab and his evil derro torturers use this room to “prepare” the
prisoners for the mutation ritual. They are tortured to see which 10. Blood Temple
of them are the strongest and hardiest. They subject the survivors
to the power of the mutation stone, whereupon, they likely
of Yarash (EL 11)
become members of the mutant army—if Moab approves of their
mutations. The secret door opens into a five-foot passage that
ends in a circular chamber that is 20 feet in diameter.
There is a 40% chance that two Derro torturers are here
The channel of blood carved into the floor continues
administering to an unhappy victim who has recently expired. They
through the center of the room, ending at an altar
call for help from their comrades in Area 9 and the guards in Area 8.
located against the far wall. On top of the altar is a
The blood of the victims flows through the hole in the wall into the basin filled with blood. On the wall above the altar is the
temple of Yarash located in Area 10. Pressing the topmost skull in symbol of the five skulls that you have come to know so
the carving above the hole opens the secret door. well. Long, low tables sit near the east and west walls.
Each is covered with a variety of sparkling gems.
Derro Torturer (2): hp 61
Secret Door: Search (DC 25); strong wooden; Hardness 5; hp 20;
break DC 25 This room is used to appease Yarash’s blood lust. Every day, the
cleric Marissa performs rituals here with the blood of the torturers’
victims. This is a truly evil place. Anyone of good alignment
8. Guard Barracks (EL 9) stepping within 10 feet of the altar causes the devil guardian of the
temple to gate in to defend this sanctuary of evil. This is a Pain
A short five-foot hallway leads into a 10-foot-wide Mistress from Hell. She fights to the death.
by 20-foot-long room containing three bunk beds. Two
In total, there are 200 gems on each table with a total value of
weapon racks filled with spears, longswords, and maces
7,000 gp for the lot.
flank the hallway.
Pain Mistress: hp 95
This room houses the six dungeon guards. When they are not on
duty in Area 4, they are found here resting or sleeping. There is 11. Smithy (EL 9)
nothing of value here besides the weapons.
The sound of a hammer meeting an anvil can be clearly heard
Mutant Guards (4): hp 60 from beyond this door.

9. Torturers (EL 9) A blast of hot air greets you as you enter this 20-foot-
square room. Two anvils sit in the center of the room, and
a large forge is located in the northwest corner with raw
A five-foot hallway opens onto a rectangular room
materials nearby. A rack of weapons in various stages
that is 20 feet long by 10 feet wide. There are two beds
of production lies against the east wall. Your attention is
against the north and south walls of the room and a desk
immediately drawn, however, to the blacksmith working
opposite the door.
in the center of the room. It is an enormous creature, with
two heads, four arms, and four legs! It is simultaneously
This room houses the four derro tasked with torturing the prisoners hammering pieces of steel on both anvils. It looks up from
to find those that are worthy for the ritual. They fight the heroes its labors and stares at you for a second. Then, it picks up
but call out for help from the guards in Area 8. a hammer in each of its remaining two hands and bellows
in a deep voice, “I will crush the intruders. Feel the pain
The desk is stacked high with many books with handwritten of my mighty hammers!”
pages. Each describes various tortures inflicted upon unhappy
prisoners. Each one has a simple check or an x marked next to the
entry. There appear to be many more x marks than checks. On a The Forger, as Moab calls him, is a freak mutation that has learned
successful Search check (DC 25), the heroes notice the following to become a very effective blacksmith, as well as a powerful
words written next to one of the entries marked with an x: “At opponent in combat.
least his blood will serve Yarash.” There is nothing else of value in
A successful Search check (DC 20) reveals a magical weapon, a
the room.
+3 longsword, among the unfinished items on the rack.
Derro Torturers (4): hp 61
Forger: hp 110

168 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
12. Alchemy Room (EL 6)
This is a 10-foot square room with no exits. A table
covered with crucibles, alembics, bottles, a small
brazier, and a book rests near the south wall. The wall
opposite has floor-to-ceiling shelves holding various
jars, bottles, and pouches.

The wizard Gaspar uses this room to brew potions for Moab
and his army. There are no completed potions here as they are
stored in Area 13. The shelves on the wall contain all manner of
components useful in the creation of potions. The book on the
table is a treatise on alchemy. Anyone with the Craft (Alchemy)
skill that reads the book and makes a successful Intelligence check
(DC 25) gains a permanent +1 bonus on all future Craft (Alchemy)
checks. The book is worth 10,000 gp.
Gaspar: hp 31
Shadow (Gaspar’s Familiar): hp 15

13. Treasure Room (EL 10)


The door to this room is well hidden and locked.

The secret door leads to a 10-foot square room


containing four ironbound chests. A circle has been
carved into the floor. It is the five-starred-skull pattern of
the Full-Fathom Five.

The pattern in the floor is a pressure plate that releases a wyvern


14. The Forger’s Quarters (EL 9)
arrow trap from the walls. The much more dangerous trap,
however, is connected to each of the ironbound chests, which A huge bed on the north wall dominates this 15-foot-
are rigged to set off a dropping ceiling trap. When two chests are square room. The bed is six feet wide and eight feet long.
opened, they drop into the floor, springing the trap; at the same
time, the room’s door locks from the outside, and the ceiling The blacksmith (from Area 11) sleeps here. His room contains
drops. no decorations or creature comforts other than the bed. Hidden
Door: Search (DC 30); Locked, Open Lock (DC 25); hardness 7; underneath the bed (Search DC 25) is a diamond worth 1,000 gp.
hp 25; break DC 25 Forger: hp 110
Dropping Ceiling Trap: CR 9; mechanical; location trigger;
repair reset; ceiling moves down (12d6, crush); multiple
targets (all targets in a 10-ft.-by-10-ft. room); never miss;
onset delay (1 round); Search DC 20; Disable Device DC
Sunken Fortress:
16.
Ironbound Chests: Unlocked; trapped (Dropping Ceiling Trap)
Dungeon Level Two
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger;
manual reset; Atk +14 ranged (1d8 plus poison, arrow); 15. Ritual Anteroom
poison (wyvern poison, DC 17 Fortitude save resists, 2d6
Con/2d6 Con); Search DC 20; Disable Device DC 16. The The door opens in the middle of a rectangular room
chests contain the following: that is 25 feet long and 15 feet wide with a door in the
Chest 1: 2,000 gp. opposite wall. There are eight stone slabs; four along
Chest 2: (5) potions of water breathing (CL 6), (4) potions each wall, with leather straps to hold down the legs and
of bull strength (CL 10); (3) potions of haste (CL 10); (4) arms of anyone placed upon them. Mounted to the wall
potions of heroism (CL 10), and a necklace of adaptation. above each slab are brass-bound glass containers filled
Chest 3: 500 pp, one jar of universal solvent. with a dark green liquid. A glass tube is connected to the
Chest 4: bag of holding (Type II), an eversmoking bottle, bottom of each container with a valve to control the flow
and a quiver of (50) +2 keen arrows. of the liquid. The slabs are currently empty.
If the heroes were brought to the fortress unwillingly, their
belongings are stored in this room as well. This room is the final stopping point for anyone set to endure the
mutation ritual. The torturers from Area 9 described above take the

Black Sails Over Freeport 169


- Act II, Part Iv: Crystal Lake Island -
subjects that have passed their tests to this room. They are placed of this. I am convinced that I need this creature’s help if
on the slabs and forced to drink the non-magical green liquid, I am to take the city. Although my army is quite powerful
which sedates them, making them easier to handle during the ritual and almost complete, a creature of this power would
process. certainly guarantee my victory. I am sure that I can
control it using the power of the stone and the spyglass.
16. Moab’s Sitting Room (EL 12) I know that some of my companions are uncertain, but
they are too afraid to mention it. I must think on this
further.”
This is a rectangular room with floor-to-ceiling
bookcases that line the east and south walls. A fireplace The chest beside the bed is locked and trapped. The chest contains
is in the center of the north wall; a comfortable-looking 10,000 gp, a deck of many things, a wand of lightning bolt (CL 8,
couch sits in front of it. A curtain covers a 10-foot 20 charges), and an arcane scroll with the following spells: globe
section of wall in the northeast corner of the room. of invulnerability (CL 11), fire shield (CL 10), and limited wish
Above the fireplace is a magnificent painting of old (CL 15).
Freeport.
A secret door lies in the north wall.
Chest: Open Lock (DC 35); trapped (Forcecage Trap)
Moab uses this room for reflection, study, and planning. He
Dreck (Imp Familiar): hp 13
often sits on the couch reading one of his many tomes from his
Forcecage Trap: CR 8; magic device; proximity trigger (alarm);
library’s shelves. If the heroes have not yet encountered Moab
automatic reset; spell effect (forcecage, 13th-level wizard);
elsewhere in the fortress, there is a 25% chance that he is here.
Search DC 32; Disable Device DC 32.
If encountered here, Moab warns the heroes that they have met
Moab Cys’Varion: hp 90
their doom, and if attacked, he teleports into Area 19 to make
Secret Door: Search (DC 30)
sure he can get the Stone of the Heavens. After getting the
stone (or if the stone is missing), he heads for the Summoning
Chamber in Area 21 to begin summoning his demonic ally. If 18. Golem Guard Room (EL 12)
he can, he also tries to summon his companions to him for a last
A portcullis blocks the entrance to this room.
stand in Area 21.
The library shelves contain many books ranging in topics from
The room beyond the door 15-foot square and
Alchemy to Zoology. Most are worth between 250 and 750 gp.
there are no other visible exits. Standing stock still in
If the PCs search the many shelves, a Search check (DC 30)
the center of the room are two large creatures with
uncovers a tome of leadership and influence +1. This can also be
extremely large chests and arms that hang down below
discovered with a detect magic spell.
their knees. They appear to be made out of clay. Quickly,
Dreck (Imp Familiar): hp 13 the two creatures come to life and move toward you.
Moab Cys’Varion: hp 90
The clay golems here attack anyone entering the room not
17. Moab’s Sleeping accompanied by Moab. A secret door lies in the north wall. A Search
check DC 20 is necessary to find the button that opens the portcullis.
Chamber (EL 12) Clay Golems (2): hp 90
Secret Door: Search (DC 25)
This is a square room with a luxurious bed against Portcullis: Hardness 10; hp 60; break DC 25
the south wall. There is a desk with a chair along the
east wall and a large chest on the right side of the
bed. The walls and ceiling are beautifully painted to 19. Chamber of the
represent a seascape with a blue sky and white clouds.
Stone of the Heavens
If the stone is still present in the room, read the following
Moab rarely sleeps here, and he often meditates while lying on his
description. If not, leave out the section describing the stone. Also,
bed with his eyes open. If the heroes have not encountered him
following boxed text assumes the heroes do not enter from one of
previously, he is here meditating 25% of the time. His reaction to
the secret doors; if they do, leave out the first sentence.
the heroes is as described in Area 16.
The desk holds an inkwell and pen, as well as many scrolls with
A short 10-foot corridor leads to a large chamber
Moab’s flowing script. The writing on the scrolls ranges from
whose naturally hewn walls appear to move and shimmer
plans for the invasion of Freeport to Moab’s hatred of his brethren
before your eyes. The room is large, roughly 50 feet in
in the Full-Fathomed Five. On a successful Search check (DC 25),
diameter, and is dominated by a dais in the center of the
the heroes discover a distinctive scroll with the following written
room rising four feet above the cavern floor. At its center
on it:
is a pedestal. Resting on the pedestal is a dull black stone
“I have bargained with the power beyond the portal for of irregular shape. It gives off a greenish glow that fills
many months now. He has promised me that he can make the chamber. Eight man-sized cages surround the dais.
the portal work to take us to Freeport, but I am unsure

170 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
The Stone of the Heavens
The ancient people that once lived on this island recovered this strange stone from the core of a meteorite that smashed into
the island. Taking this as a sign from their god, they immediately tried to put the stone to use and found that it was a powerful
magical artifact. With it they could create great things. The power of creation came with a price, however.
The stone slowly altered the minds of the people using it, and caused strange mutations in those exposed to its power. Soon,
this once-great race was destroyed, for the stone’s transmutation powers caused their island to experience a terrible earthquake
and hellish volcanic eruptions.
The stone is black and dull with an irregular shape. It weighs five pounds, and it is strangely warm to the touch, as if it still
retains the heat from its journey through the atmosphere so long ago.
If anyone keeps the stone in his possession or is within one mile of it for longer than a week, he must make a Fortitude save
(DC 20) or suffer a mutation. The GM decides the exact nature of the mutation; it can be anything from an extra limb to
reduced intelligence.
A wizard or sorcerer may learn to control the stone’s energies. This requires a week of study and experimentation in a lab
using at least 5,000 gp worth of supplies. At the end of the week, the wielder must make an Intelligence check (DC 25) or
immediately suffer a random mutation. If the check succeeds, the wielder can now protect himself from the stone and up to his
Intelligence modifier in allies and may cast a successful polymorph any object spell on another.
The wielder can also channel the stone’s energies into spells of his own casting on a successful Spellcraft check (DC 25).
Spells cast in this way take twice the amount of time, but they are cast at the caster’s level +2 using any meta-magic feat of the
wielder’s choice. Failing this check makes the wielder susceptible to another mutation, requiring another Intelligence (DC 25)
check.

The spot marked with X on the map represents the area covered A spellcaster has a 50% chance of finding any spell component
by an alarm spell cast by Moab to warn him if anyone enters the needed here.
room without his permission.
Clay Golem: hp 90
The stone in the center of the room is the magical meteoric rock Gaspar: hp 31
known as the Stone of the Heavens that Moab has been using to Shadow (Gaspar’s Familiar): hp 15
mutate his army (See the sidebar above for more information on
the stone).
The stone cannot be destroyed by normal means. If destroyed,
however, the protective sphere of force keeping the lake above
at bay disappears. The stone can be destroyed with the universal
solvent from Area 13 above or a disintegration or limited wish spell.

20. Magical Lab (EL 10)


A portcullis blocks entrance to this room. The lever controlling it
is against the far wall next to the secret door.

This is a 15-foot-square room. The wall to the south


is lined with shelves holding various herbs, roots,
powders, and magical components. A long bench
rests against the north wall with two chairs in front
of it. The table is covered with a variety of crucibles,
small braziers, mortars, pestles and various other
bits of magical equipment. A large creature with an
abnormally large chest and long arms stands near the
west wall blocking access to a door behind it.

Gaspar, Moab’s wizard, uses this room as a lab. If the heroes


have not already encountered him, there is a 30% chance he is
here working. The clay golem has been told to guard the door
and not admit anyone but Moab and Gaspar. It also defends itself
if attacked. If the golem engages in combat, Moab instantly
knows.

Black Sails Over Freeport 171


- Act II, Part Iv: Crystal Lake Island -

badly for him, he uses the Stone of the Heavens to summon the
21. The Chamber of the devil to aid him (a full-round action). Moab then realizes the
magnitude of his own folly, as the creature attacks him!
Summoning Portal (EL 15)
The devil is no friend of the heroes. Once he is done with Moab,
he turns his attention on them. The creature can be destroyed in
This large room is 35 feet square and over 20 feet
the normal way by killing him or banishing him back to his own
in height. Two features dominate it: a large carving in
plane. The heroes may also attempt to destroy the Stone of the
the center of the floor depicting the symbol of the Full-
Heavens. This dispels the magic within the portal, sucking the
Fathom Five and a 10-foot-tall circular portal against
devil back through to his home plane, leaving only a mundane,
the north wall of the room made out of the purest silver.
plain, silver, disc. As mentioned earlier, this can only be
It pulses with an orange light and throbs with energy
accomplished by disintegrate, limited wish, or using the universal
that can be felt as soon as you enter the room. The
solvent found in Area 13 the treasure room.
east and west walls are covered with murals depicting
Moab’s army traveling through the portal and moving on
to destroy Freeport.
How Long Can you Tread Water?
Now the heroes have an even bigger problem. Destroying the
Stone of the Heavens causes the sphere of force holding the waters
This is the portal that Moab plans to use to transport his army to
of the lake at bay to rush in and drown the fortress under a torrent
Freeport to destroy it. He has made a bargain with a Gelugon, an
of water! The heroes hear a rumbling sound far above them, and
ice devil that he intends to summon to help him attack the city,
the room shakes violently. Fissures appear in the walls and great
but also provide the magical energy needed to transport his men.
sections of the ceiling start to fall. The heroes must roll a Reflex
The devil has duped Moab; he only wants to be summoned to this
save (DC 15) to avoid the falling rock. Those who fail take 1d10
world to create his own kingdom. The creature has no intention
points of damage.
of helping Moab at all. In fact, the first order of business is to
kill Moab and take control of his army to use for the devil’s own Water rushes into this room 10 rounds after the Stone of the
purposes. Heavens is destroyed. The power of the water surging into the
small room smashes into the heroes causing 4d10 points of
Moab chooses to have a final encounter here with the heroes if he
damage. If the heroes brace themselves beforehand, the damage
has not been able to stop them on their trek through his fortress.
is reduced to 2d10. Of course, anyone that cannot breathe
He calls for help from as many of his allies and companions
underwater quickly drowns soon after anyway, as the room fills
that he can. Then he stands near the portal, casts any remaining
with water.
defensive spells, and then awaits the PCs’ arrival. If things go

172 Black Sails Over Freeport


- Act II, Part Iv: Crystal Lake Island -
The Spyglass
Yarash gave Moab the magical spyglass artifact to do his bidding. The item is made of pure gold and never shows the slightest
scratch or tarnish. Its lenses are smooth crystal and are unbreakable by normal or magical means. In addition to performing
its more mundane function, the spyglass has a number of magical abilities. Foremost among them is the ability to create gates
through solid obstacles and to distant points. Roughly, creating a gate through 100 feet or less of solid matter or between two
points with line of sight within a quarter-mile of each other is a Straightforward Task, as outlined in Using the Artifacts of
Yarash on page 65. Anything more—such as creating a tunnel through a thicker barrier or opening a gate to a place further
away or not in line of sight—requires a Complex Task check. Creating a portal between planes is more or less impossible for
anyone who is not a deity (as Moab has discovered).
In addition, the spyglass has a number of secondary properties, all accessible with a Straightforward check.
• Anyone looking through the spyglass can see as if using a true seeing spell.
• The spyglass acts as a crystal ball with telepathy and true seeing properties.
• The spyglass can be used as a focus when casting arcane magic spells to increase their potency. This ability can only be
used after a day’s worth of preparation and requires the subject to make a Concentration check (DC 20 + spell level) at
the end of the day or the casting fails. Successfully focused spells are cast at caster level +3, and they take effect as if
powered by any meta-magic feat of the caster’s choosing.

Escaping Certain Death (Again) Section Two: Pluses and Minuses


How can the heroes escape a watery grave? Swimming to the Break on Through to the Other Side: +200 xp to each PC if the
surface is impossible, even with water-breathing magic, as the party found a creative way into the sunken fortress (other
fortress above has collapsed, blocking the way out with debris. than the mentioned ones).
Tip-Toe Through the Fortress: +150 to each PC if the entire party
Remarkably, a large portion of the ceiling collapses near the west
gets to Moab without sounding the alarm.
wall, revealing a smooth, cylindrical shaft heading diagonally out of
Forget This Sneakin’ Around: -100 xp to each PC if the alarm is
the chamber. During the day, a faint light can be seen coming down
sounded in more than three encounters.
the shaft. In the evening, a cool breeze is noticeable. This cylinder
Rodents of Unusual Size? I Don’t Believe They Exist: -250 to any
appears to be just about the same diameter as the portal disc. It’s a
PC who drops below 0 hit points in the rat warrens.
long shot, but the heroes might be able to move the disc over the
hole, hop in, and use some aqua-jet propulsion to get to the surface.
Moving the disc requires at least two people and a Strength check
(DC 20) with a +2 synergy bonus for each hero lending a hand.
Once in place, the heroes have to make sure that it remains there
when the first rush of water strikes. This requires another Strength
check (DC 20). If this is successful, the heroes are in for one hell
of a ride. The water pressure pushes the silver disc through this
ancient lava tube for over 400 feet. Finally, they burst through into
the open…but over 50 feet in the air.
As the disc falls to the earth, everyone on board must make a
Strength check (DC 15) or be thrown off, taking 5d6 points of
falling damage. Those that remain on the disc take 1d6 points of
damage when the disc finally hits the ground.
If Moab has been slain in another encounter, a successful
Spellcraft check (DC 20) on the portal reveals that it can be
activated with the Stone of the Heavens. Of course, doing so
summons the devil.
There is a secret door in to this room.
Under no circumstances does this portal transport the players to
Freeport or anywhere else.
Dreck (Imp Familiar): hp 13
Gelugon (Ice Devil): hp 147
Moab Cys’Varion: hp 90
Secret Door: Search (DC 25)

Black Sails Over Freeport 173


- Act II, Part V: Yarashad -

174 Black Sails Over Freeport


- Act II, Part V: Yarashad -
Yarashad
B
y now, the PCs should have visited the Islands of the In the Blood Tunnel, the PCs need the spyglass to clear a way
Damned, bested the Full-Fathom Five, and taken their through the ever-narrowing pathways. Only the Yarash’s bell can
artifacts by force or cunning. If they haven’t, they’d better get the heroes past the Tomb of Yarash and its undead guardians.
hurry, for Yarashad remains in the archipelago for only 24 The riches in the Treasure Chamber prove money is the root of
hours before vanishing into the mists. all evil, forming themselves into glittering gold golems, which the
pistol can put down. The sextant, of course, gets them home, but
Harrimast won’t permit them to leave until they’ve undertaken one
Using the Artifacts of last task, using the hook.

Yarash on Yarashad If one of the PCs fails his Will save when trying to use an artifact,
he might suddenly begin bowing to Old Mad Harry (see The
The PCs need to use the artifacts to overcome Yarashad’s Maroon) and addressing him as “Lord of the Corsairs.” Unless
challenges. The following briefly outlines the purpose for each Harry decides to reveal himself, he simply chuckles and says,
item. “Crazy is catching!”

Section One:
Ocean Deep, Mountain High
Y
arashad brings its own weather. When it appears in The tunnel is immediately obvious if the PCs look at the correct
the archipelago, the sunlight dims and the skies fill mountain head-on.
with rolling purple storm clouds that deliver a constant
threatening drizzle, which turns into a torrential
About halfway up the cliff face you see a hole gouged
downpour when the PCs make their final approach to the island.
into the rock, a mammoth fissure at least as big as the boat
Even better, a thick, soupy fog pours off the waves, occluding the
that brought you here. Vapor curls from the cave’s lip, and
island and reducing visibility to a matter of yards.
a dim red light comes from inside the cavern. In the shifting
half-light of Yarashad it looks like an open wound.
Through the forbidding mists you see just the hint
of shapes. You glimpse the stony inclines of mountains,
If the PCs land on the wrong side of the island, or if they’re just
ragged and vast beneath the fog. At their peaks crags
not looking up, give them one or more of the following clues:
suggest themselves like faces under a shroud. Only
as you approach do you get an idea of the scale: the ● The PCs hear (Listen, DC 17) or Spot (DC 17) a flock of
fearsome summits soar many hundreds of feet into the birds cawing and wheeling in the mist. The birds—the only
air and begin almost at the waterline. And they form animals the PCs have heard or seen anywhere in the vicinity
a high, unbroken wall around the island, a formidable of Yarashad—take a long, lazy path back to the tunnel. The
gate around the treasures of Yarashad. PCs have no trouble following them there.
● Every few minutes, wind rushes through the tunnel, producing
The PCs can drop anchor anywhere—every spot on the shore a ghostly bellow that echoes across the island. The PCs have
is equally inhospitable. But once they reach the beach, the fog no trouble finding the source (Intelligence check, DC 10).
lifts a bit, and they can get a better idea of where they stand. The
mountains each stand a mile high and present daunting near-vertical ● The PCs hear (Listen, DC 17) a loud rumbling and Spot
ascents (many, many Climb checks at DC 30). Make it clear that (DC 17) a cloud of dust rising from the vicinity of the
climbing the peaks at random, trying to find a pass, would take mountain containing the Blood Tunnel. It’s just a landslide,
the better part of a day—time the PCs don’t have if they intend to but a good excuse for the PCs to check out the source. They
collect the treasure and escape before Yarashad vanishes. can find it easily (Search check, DC 10).

The only way through the mountains is the Blood Tunnel,


located in the middle of The Devil’s Mainmast, the westernmost The Maroon (EL 1)
mountain in the range. When Harrimast flung Yarash at the island,
Climbing the Devil’s Mainmast is tough, sweaty work. It takes the
he did it with such force that the wicked creature blasted through
PCs the better part of an hour to struggle up the sheer inclines that
the mountain, leaving deep gashes in the rock as he tried to stop
form the mountain’s base. As they do, they begin to notice (Spot,
his blindingly fast flight but to no avail; he tore into the earth
DC 20) that some of the hand and footholds they’re using seem
below, leaving a flaming, mile-long trench—an ignominious end
to be a little too well placed to be natural. Further investigation
for Harrimast’s onetime right-hand man, but potential salvation
reveals the nooks in the rock have been scratched out with stone
for the PCs. If they can find the Blood Tunnel, and overcome its
and, judging by the flecks of blood, fingernails.
horrors, they’ll have a clear shot at the interior of Yarashad.

Black Sails Over Freeport 175


- Act II, Part V: Yarashad -
which he appears to have witnessed firsthand. (Comments include:
“He tried to go against the good lord, and look where it got him!
Ripped and chucked! What a howl he let out when the good lord
done it! Scrambling and struggling!”)
Then, finally, something clicks, and his eyes go wide.

“Hey now! How’d ye get here, then? My map—ye


found my map. Praise the sea and stars!”

Harry’s story, in a nutshell: he served on of Freeport’s ships that


attacked the Full-Fathom Five many decades ago. One of the
corsairs rammed his vessel, and the impact threw him overboard,
where a whirlpool dragged him in with the demon pirates. He saw
them scatter to the Islands of the Damned; he saw their vile lord
ripped to pieces and flung to Yarashad; he saw Yarash piled under
a thousand years’ worth of sunken gold. The tides bore him to the
treasure island before it vanished, and Harry scribbled out a map
of the archipelago in his own blood. Just as Yarashad vanished, he
flung the map as far as he could, and he prayed that it would find
its way back to Freeport.
If the PCs press him on his story, he leads them to a cairn not far
away on the slope. Beneath the rocks lies a rusty cutlass, a small
bag of Freeport gold—bearing Sea Lord Cromey’s face—and a
small holy symbol of Harrimast. (“Me trinket of good tidings!”)
Harry answers any question about Freeport’s history and the battle
against the Full-Fathom Five, accurately and forthrightly (albeit
with a lot of nutty-old-man meandering). The ancient maroon is
Soon afterwards, the PCs discover a trail, a zigzag path that effusively grateful to see live folks again, and he volunteers to
leads steeply but surely to the Blood Tunnel. Have the PCs roll do anything for the PCs, as long as they guarantee him a berth in
several Spot and Listen checks (DC 15) as they make the climb. their boat on the way home (“Nothing fancy, ye understand, just a
If they succeed, throw them hints that they’re being followed hammock to swing me old bones!”).
(nothing too specific: a pebble skips down from the path above Indeed, the old man proves extraordinarily valuable to the PCs,
them, an apparently startled bird bursts from between a couple of even though every word of his life story is a lie.
boulders).
Yes, Harrimast ripped Yarash to pieces; yes, he flung his first mate
As the PCs approach the tunnel, the sanguine glow from inside to earth on Yarashad; and, yes, the loony old seaman had a close
grows brighter, and the ghostly groaning grows strong enough to view of the proceedings. But he was a participant, not a spectator.
rattle the surrounding rocks. Then, as they peer into the tunnel… Harry is an avatar of Harrimast.
The pirate lord’s purpose is simple: he wants to make sure the
As the crimson mists lift, you see a roughly diamond- unthinkable riches of Yarashad go only to the worthiest comers.
shaped tunnel with coarse red walls. It looks as though To that end, Harrimast intends to put the PCs through some
blood drenched the interior long ago, which then rigorous paces—centered on the artifacts the adventurers have
congealed into hideous bubbles, boils, and spider-web gathered up.
strands that stretch down from the cavern’s roof. As you
look closer, you spot something odd where the corners Old Mad Harry sells himself to the PCs as a crazy old codger
of the diamond would be: deep black grooves in the rock who’s spent decades drifting through the universe with Yarashad,
that stretch the length of the tunnel. during which times he has learned the island inside out. “Old
Suddenly, from above, you hear a cackle. “He tried Harry’s worth more to ye than gold while ye stand on this rock!”
hanging on, he did! But it didn’t work! The good lord His real purpose is to be the GM’s voice. And, if the PCs don’t
threw him right through the mountain!” catch on that they need to use the artifacts to get past the island’s
challenges, or aren’t sure how to use them, Harry can drop some
hints.
Meet Old Mad Harry; he’s as pathetic a creature as the adventurers
have ever seen: leather-skinned and bone-thin, with impossibly Old Mad Harry, Avatar of Harrimast: hp 294
long, wild hair, bulging eyes, and just one sturdy tooth. He wears
only a pair of sailor’s pants ripped above the knee and held in
place with a length of frayed rope. He’s enthusiastic and friendly Relics in the Dark (EL 5)
with the PCs, but his conversational skills have suffered after If the PCs dither, Old Mad Harry drives home the idea that he’s
long years of solitude. For a good while, he won’t answer their been wandering the island for years and knows it inside out;
questions; he just keeps babbling about the death of Yarash— he knows that the Blood Tunnel is the only way through to the

176 Black Sails Over Freeport


- Act II, Part V: Yarashad -
island’s interior. He also fills in the history of the tunnel, if the PCs More than likely, they won’t arrive at this answer on their own. If
don’t figure it out. you feel they’re close to hitting on the idea but just aren’t getting
there, let them make Intelligence checks (DC 20) to realize that
As the PCs creep through the tunnel, the walls start to get narrower
they’re carrying around some incredibly powerful magic items.
and narrower and the congealed blood drippings become as thick
Then let them puzzle out what the items can do. If, however, they
as cobwebs. Soon enough, the PCs have to hack their way through
don’t figure it out, let Harry drop some clues. (“Surely a bunch of
the hardened fluids. Harry, meanwhile, moves nimbly among the
hearties like yerselves have something stashed about ye that can
strands (“I know these caverns like the veins in me hand!”).
get ye through this muddle!” And then, if/when the PCs actually
Finally, the PCs hack away at a cluster of blood webs and find start digging for artifacts, Harry’s eyes go wide. “Ye been nicking
themselves facing a passage the size of a torpedo tube. Even if from the dead ones! Powerful trinkets ye have there…each one’s
they strip off their armor, it’s a tight fit. The squeeze becomes got a power of its own; they lets ye act a bit like the good lord,
inhuman when Harry (who’s gone on ahead, cackling and gives ye one of his powers.”)
scrambling on all fours like a greased weasel) rounds a few bends
Hardened Fluids: Hardness 5, hp 15, break DC 22 per strand.
in the corridor, and then vanishes up a chute in the blood-caked
rock. If the PCs want an explanation for all this, Harry croaks,
“He left a lot of his wine in this rock, Yarash did! And burns like
Section One: Pluses and Minuses
brine, so the rock don’t want it! So it keeps squeezing, squeezing, I Don’t Know, Sail Casual: +50 xp to each PC if the party discov-
squeezing, till it turns into dust and blows away. That’s the smoke ers the Blood Tunnel without having to make a skill check.
ye see coming from the grand hole back there. Give it enough Poor Crazy Bastard…Let’s Kill Him: -100 xp to any PC who
sunrises and there won’t be nothing to this whole blasted passage attacks Old Mad Harry.
but stones and smoke!” So Tight in Here: -50 xp to any PC who tries to push through the
Blood Tunnel, even after it becomes clear this is virtually
All of which is picturesque but doesn’t help the PCs, who have
impossible.
absolutely no hope of squeezing through the ever-shrinking
I Can See Your House from Here: +100 xp to any PC who thinks
passageway. Unless the PCs come up with some extraordinary
to use the spyglass without having to be prompted by Old
spell to free themselves, the only way out is to use the spyglass to
Mad Harry.
create a bigger passageway.

Section Two: Nature’s Way


T
he interior of Yarashad now lies before the PCs, dark
and danderous. The next chunk of Yarashad doesn’t
require the use of artifacts, but it does pose its own
dangers.

Looking down at Yarashad, you have an unsettling


thought: from the outside, it seemed like the mountain
range was intended to keep people out. Now, it’s clear
the high crags were designed to keep things in. The
island landscape spread out below you is a tableau of
pure evil. A forest sends black-barked trees high into
the mists—trees that seem to tremble and groan without
wind to urge them on. Beyond the woodland lies a
roiling, steaming marshland, blood-red in the dim light
and giving off a sulfurous stink strong enough to reach
you even halfway up the mountain. In the middle of this
fetid bog, a black spire rises from the cursed earth.
“That’s where he lies,” Harry says. “The wicked
one! That’s where the good lord flung him. He keeps
him locked up fast. Buried like a pirate, he is—with a
treasure chest on top!”

Into the Woods (EL 16)


The Forest of the Damned begins at the mountains’ base and
spreads to occupy about one-third of the valley. Just before the
PCs head in, Harry warns them sternly not to talk to the trees.
(“They got nothing good to say!) His warning is borne out soon
enough.

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- Act II, Part V: Yarashad -
Harry begs out of any combat. If he is attacked, he makes weak
stabs with his cutlass, not showing his true strength (which is
As you step into the dense wood, the air fills with
considerable).
familiar creaks and groans: the sounds of a boat tacking
against the wind, you realize with a start. The noise is no Evil Figurehead Tree of Yarashad: hp 32
accident; in fact, it’s grotesquely appropriate. The trees Monstrous Centipedes (10): hp 66
aren’t made of solid wood. They are planks, the kind
that make up the deck of your own ship, grown thickly
together and bound with brass collars. And jutting out Love That
from the north face of every last one of these oaken
grotesqueries is a figurehead—a leering, cowled figure
with clenched teeth.
Muddy Water (EL 12)
As the forest starts to break up, the PCs notice a deep, ridged
As you stare closely at one, its eyes spring open.
furrow in the earth. An Intelligence check (DC 17) gives the PCs
For a moment they appear to be black. But you quickly
the inkling that the furrow looks something like the claw marks
realize they have no iris. An emblem—a skull and bones
in the Blood Tunnel. If they don’t put two and two together,
with five stars—crowns the head.
Harry pipes up that Yarash burst through the mountain with such
force that he tore a gash in the ground when he hit—a trench that
The PCs quickly realize that the figureheads are carved into the stretches all the way to his tomb. “Howled all the way, he did! The
likenesses of cultists of Yarash. They are, in fact, the ghosts of ground didn’t stop blazing for ten winters!”
cultists, damned by Harrimast to wander with their cursed lord in
Following the trench leads the PCs to the Brimstone Marshes.
eternal exile. At the GM’s discretion, the PCs may even recognize
the faces of cultists they killed in Act One.
As the forest falls away to marshland, the ground
The evil figurehead trees of Yarashad can’t attack the PCs, but
turns to brackish, rust-colored mud that bubbles and
they can weaken their resolve. The cultist spirits quickly assess
oozes, sending off heady clouds of sulfur. The stink is
the party’s strengths, weaknesses, and motivations, and they
overpowering, as pungent and nauseating as anything
begin playing on them. Their purpose: to persuade the heroes to
you’ve smelled in the charnel houses of this accursed
return the artifacts to Yarash. They might tell a paladin (or another
archipelago.
lawful character) that taking the artifacts off the island ensures that
“Bled himself dry, he did, when he tore through
Yarash will linger on the island forever, his evil leaching off into
here!” Harry observes. “Mark the ground well—the
the world. But if they revived the deity, they could destroy him
rest of his wine, as willful and wicked as it were when
once and for all. Think of it! A rogue might hear that Harrimast
he lived! Look lively now, else ye’ll melt down into the
is playing the party for fools, that he will never let them have the
earth yerself!”
gold. Yarash, on the other hand, would be more than willing to
strike a bargain. A thick-skulled fighter or barbarian might be lured
with the promise of a fight to end all fights (“Think of how you’ll Any PC touching the swamp water (Yarash’s blood) with exposed
spend the rest of your days! You defeated the mightiest pirates skin must make a Will save (DC 16) or suffer the effects of a
who ever sailed, but when you had the chance to battle their confusion spell as cast by an 8th-level caster. All PCs who enter
master, you turned and ran. How will you live with yourself?”). If the water must make a saving throw, but those wearing armor get
Zoltan Zaska still possesses a PC, the trees make obtuse comments a +5 circumstance bonus to their roll. (Armor acts as a redoubt
along the lines of: “Fulfill your destiny! He will welcome you against the blood.)
back to the fold; he will make you lord of the oceans—and he will
make her love you again.” About halfway into the swamp, have the PCs make Spot checks
(DC 20). If they succeed, they spot a thick cluster of translucent
The ghosts treat Old Mad Harry with amused condescension. eggs, each about the size of a baseball, floating in the bloody
(“Halloo there, little captain! Have you finished your raft yet? muck. The eggs belong to a herd of giant bombardier beetles,
Watch carefully, little captain, for you’ll see your new friends who attack if the PCs disturb or destroy the eggs, or if the PCs
hanging from the gibbet soon enough!”) The avatar, obviously, don’t take sufficient care when they leave the nest (such as
hasn’t revealed himself to these arboreal antagonists, and they’re Moving Silently away).
not clever enough to guess his identity.
Giant Bombardier Beetles (25): hp 13
This could also be a good time to fill the PCs in on some of the
background surrounding Yarash and his cult. With a little prodding, Section Two: Pluses and Minuses
the figureheads reveal that Yarash sent mind-blasting dreams to
the cultists that drew them to Freeport in search of the sextant. The Go That Way, Really Fast: +25 xp to each PC if the party gets
figureheads can also lay the groundwork for the conclusion of this through the Forest of the Damned without being tempted
adventure: the threat isn’t over just because the Five have been by cultist ghosts.
dispatched and the treasure secured. Yarash plans to return, and his If Something Gets in Your Way, Turn: +50 xp to each PC if the
Son will rise again! But at that point, they become coy. party chooses to avoid the bombardier beetle eggs.
Smash Them Eggs!: -50 xp to any PC who decides to destroy the
If that isn’t engaging enough, several monstrous centipedes eggs, thereby bringing down the wrath of the beetles.
scuttle among the trees, and they attack the PCs if they spend too The Power of Harrimast Compels You!: -25 xp to any PC who
much time talking with the figureheads—or if they try to rush tries to “exorcise” the ghosts after it becomes apparent that
through the forest without engaging the ghosts at all. it would be pointless.

178 Black Sails Over Freeport


- Act II, Part V: Yarashad -
Section Three: The Boneyard
After working their way through the marshes, the PCs come upon
the Tomb of Yarash. claws. Forming a backdrop for this misshapen array are
a pair of wings, torn and broken but still spanning some
10 feet. Between them, hanging monstrously below the
The spire rises some 300 feet from the marshes, ribcage on a serpentine iron neck, is a face: a bare black
jet-black in the sulfurous mists, covered with ridges and skull with a shield-sized maw. Burned into the forehead
crenulations and crude sculptures of tortured faces. At of this villainous visage are five stars.
the base of the tower lies a 10-foot carving of a skull and “There he lies,” Harry says. “The wicked one himself!”
crossbones, with five stars above the head. The jaw of
the skull is open wide—a door leading in.
Once again, Harry can fill in details for the PCs: Harrimast
flung Yarash into this island, and then piled treasure atop him.
When Harrimast ripped the island out of the world and set it
Around the Corner (EL 13) wandering, he coated his former first mate’s physical body with
molten metal, and he made a tower of the same material. The
Beyond the door lies a narrow iron stairway that coils around a
treasure lies straight down the shaft, many hundreds of feet
central shaft until it reaches the top of the tower. More faces line
down. But Harry tells them to beware, for Harrimast placed some
the stairwell, wrought into the iron of the walls and the steps.
enchantment on it. Horrible things await anyone who tries to take
As the PCs pass them, they cry out in Yarash’s hissing, snarling
the booty.
voice. Yarash repeats the cajoling and threats of the forest
spirits, but he taunts them more personally. The figureheads But first, the PCs must face some horrible things in the crypt. As
simply sussed the players by appearance; Yarash actually drops the PCs take in the scenery and decide what to do next, something
in personal details. Use secrets the individual PCs have racked rustles behind the remains of Yarash (Listen, DC 12); a host of
up over the course of the campaign—dirty tricks they’ve pulled bodaks then step into view. All of them wear cultist gear, their
behind each other’s back, cases where they haven’t told each faces twisted in expressions of unimaginable horror! These are
other the whole truth, and so forth, in an attempt to pit the the Boney Lonesomes—refugees from the other Full-Fathom
characters against each other. He is particularly cruel to Harry, Five crews who made their way to Yarashad before it vanished,
whom he does not recognize as an avatar (“Thank you, maroon, and they swore allegiance to the wicked pirate lord. When they
for bringing me fresh meat…I will save you a shank or two, rest plunged themselves onto the exposed claws of the entombed
assured”). If Zoltan Zaska still possesses a character, Yarash Yarash, they were reborn as beings of pure evil.
reminds him of old battles the Full-Fathom Five fought, trying
to stir memories of the glory days. (He ends the reminders in a
threat, of course: “You have no idea what I will do to you—and
to her—if you refuse.”)
Yarash’s tone is barely controlled, impatient rage. He knows the
PCs represent his best chance of escaping, and he wants to cow
them into doing his will—the way he used to terrify sailors long
ago. His impotence infuriates him, but he’s smart enough to keep
it under control.
About halfway up the staircase, the PCs hear a clicking from both
ends of the staircase. Then, two huge monstrous scorpions come
down the stairs; another two come up from behind.
Monstrous Scorpions (4): hp 32

...On a Dead God’s Chest (EL 18)


At the top of the stairs, the PCs find a circular room with an
enormous pit in the middle and what appears to be a creepy,
expressionistic sculpture at the other end. The pit leads down to
the Treasure Chamber, as far below the earth as the spire is high
(300 ft.); the sculpture, meanwhile, is actually the remains of the
avatar of Yarash, bound in black iron.

On the other side of the hole sits what appears to be


a grotesque sculpture of black iron, a collection of limbs
twined horribly and grasping at the air with long wicked

Black Sails Over Freeport 179


- Act II, Part V: Yarashad -
Treasure Golems
How do you protect your treasure hoard from acquisitive adventurers? Let the hoard protect itself.
A treasure golem is made of lucre of all varieties, from coins to gems to necklaces—all of it lumped together with only a
thin internal membrane of gold leaf holding it in place. When folded in on themselves, the golems are indistinguishable
from huge piles of treasure, and they’re skilled at remaining still and waiting for the perfect moment to strike, while
adventurers chip away at their skin. Whereupon the golems unleash a powerful, raking slam attack. And the 12-foot-tall
creatures have another trick up their sleeve: unless they’re fighting in total darkness, every round, their opponents must save
against a daze effect (vs. a 6th-level caster)—a tribute to the hypnotic powers of the flashing coins and gems that make up
the golems’ skin.
A slain, or de-animated, treasure golem can be pried apart and spent (See the General Treasure Golem Composition Chart
on page 182).

“Very clever of ye!” roars the ironbound skull. Their weapon of choice: a +2 cutlass of speed (treat as a scimitar).
“You have done what my Five could not. Return the They won’t use a slam attack unless disarmed. Anytime the PCs
weapons that were rightfully mine, and I shall give you look at them, the bodaks try a death gaze attack.
the greatest honor imaginable: I will allow you to sail If the PCs don’t realize they must use the bell artifact here to battle
at my side! Together we shall rule the oceans of the the undead creatures, Harry calls out: “They’re too strong for ye,
world and chain Harrimast the Coward beneath the damn all! Surely ye must have some item that can lay them low!”
waves! Refuse, and you will haunt these chambers for
all eternity!” When the PCs dispatch the bodaks (or at any other convenient
Harry immediately calls out: “Fer the love of the moment) Yarash barks, “Ye have won nothing! By challenging
good lord’s galleon, don’t meet their eyes! They’ll kill me, ye have steered into the wind! I will not forget ye nor what ye
ye with a look, they will!” have done here. I am not through with ye…”
Boney Lonesomes (Bodaks) (12): hp 78
And, indeed, the bodaks use their death gaze against the party. If
they don’t get a good bead in the first round, they close to engage.
The Payoff (EL 20)
The PCs must climb straight down some 300 feet to reach the
treasure chamber. Iron faces line the shaft way as well, and each
one tosses a discouraging word to the players. (“How do ye
propose to get all that treasure back to you ship?” “Do you really
think he’ll let you leave with it?” “Don’t think I won’t find a way
out. And when I do, I’m coming for you!”)
When the PCs get to the bottom, they see a huge round chamber
filled with mounds upon mounds of treasure—all the gold coins,
necklaces, goblets, anything they can imagine.

Nothing you imagined can prepare you for the sight.


It isn’t a king’s ransom; it’s a god’s ransom. The wealth
of 10,000 years of shipwrecks sits before you, arrayed
in great swelling dunes that rise above your heads and
nearly scrape the ceiling of this low, circular room. Piles
of coins, gems, jewels, and masterwork items fill the room.
It’s all here. And it’s all yours.

When the PCs grab for the gold, however, they get a nasty
surprise. (Or don’t, if they can make a Spot check, DC 27) The
piles of lucre are actually treasure golems—and they attack at
once.
Once again, the PCs can hack away, but an artifact holds the
answer: the pistol, which gives control over the work of human
hands. As above, Harry prompts the PCs if they don’t get the hint.
Treasure Golems (12): hp 112

180 Black Sails Over Freeport


- Act II, Part V: Yarashad -
Section Four: Harry the God

S
o, the PCs at long last have their treasure. And, if they But even if the PCs do agree to Harry’s terms, it’s not that
can make a Complex artifact-use check, they might even simple. The old coot gives a gap-toothed grin and softens his
persuade the treasure golem to climb up the shaft, drag tone considerably. The gold is cursed, he says, but he can’t
itself across the island, and load itself onto the PCs’ ship. rightly remember how to lift it.
But first, the PCs must face one final test.
Harrimast realizes that the PCs have won the treasures fairly, “Yarash’s boys on the other side are a clever bunch,”
and they have no interest in reviving Yarash. (If they do try he says. “When they worked their wicked business in
it, needless to say, the pirate god reveals himself post-haste.) Freeport, it were like a punch to me guts. For a few
He admires their gumption, and he wants them to succeed, as moments I forgot meself; I forgot my place in the order
one hearty buccaneer to another. At the same time, Harrimast of things—me responsibilities. That’s how old Carthy got
doesn’t want the PCs to forget who’s boss—look at what he himself found by them. And that’s what afflicts me now!
did to Yarash, after all! So he won’t let the adventurers leave They cut the rope that bound this body to Harrimast in
with the treasure unless they agree to do his bidding if he asks, the heavens! I remember some things—how to wreck
as a sign of obedience. (Besides, he may need their help more things, and how to curse ’em. But putting things right…
than he cares to admit!) The PCs may very well doubt Harry is curing the treasure…yar, that’s much tougher work, and
Harrimast—and they may very well refuse his request. After all, that eludes Old Harry. If ye can put me in me right mind,
they’ve just battled their way through five different hells! What’s I’ll fix you up and set ye windward.”
one more pirate lord going to do to them?
To prove himself, Harry finds some glaring problem that the PCs The answer is the final artifact: Ahunatum’s hook. A successful
can’t resolve on their own, and he clears it up effortlessly. If the Straightforward artifact-use check untangles Old Harry’s hotline
Boney Lonesomes or Treasure Golems killed one or more PCs, to the heavens. (If a PC lops off his or her hand to use the artifact
for example, Harry might cluck over the corpses and say, “Well, properly, Harry offers to restore the lost limb.)
now, that’s a damned shame. But there’s something I might be
Harry then whispers a few words over the treasure, cleansing it.
able to do about that.” If Zoltan Zaska still possesses a PC, Harry
If the PCs get wise and argue that the use of the hook counted
might clear his throat and call out, “I believe there’s a stowaway
as the favor Harrimast asked for, the old coot chuckles. “Ye
in this crew.”
promised to do me service in the world of men,” he says. “These
After he’s got the PCs’ attention, he gives his spiel: are the Islands of the Damned.” If the PCs persist, he simply
curses the gold again.
“Ye’ve been through much, me hearties, and I salute In any event, Harry gives the PCs a final warning before:
ye. But nobody goes forth on the waters without paying
Harrimast his due. All I ask of ye is a promise—to
“You’ve got yerselves some powerful trinkets there, me
answer me call if I need a job done in the world of
hearties. But don’t forget you’re not the only ones who know
men. One promise, and ye’ll be wealthy beyond an
about them. And them that know has plans for ‘em, mark me
admiral’s dreams and ye’ll sleep well the rest of yer
well. Ye may have need of them toys again real soon, so don’t
days. Refuse, and ye’ll never spend a copper of that
let them out of your sights! And some of ye may die trying to
haul in peace.”
defend what ye’ve taken here today. Let that gold fall through
yer fingers while ye may—ye won’t have long to enjoy it.”
The ace up Harry’s sleeve? The treasure is cursed. He lifts the
curse if the PCs agree to his terms.

“Turn yer backs on me now, and bad luck will


The 64,000 Gold
follow ye so long as ye keep that lucre. Ropes will snap
on ye, the wind will forever be on yer face. Swords will
Piece Question
slip out of yer hands, and there’ll be a set of claws So, just how much treasure is there? A treasure golem is
waiting for ye whenever ye go through a door. And just composed of a mixture of coinage: platinum, gold, silver and
try to spend that haul of yours, me hearties, and see copper, with no small measure of precious gems as well. In
where it gets ye. The same cursed luck that befalls ye addition, the creatures may contain rare art objects, magic
will befall anyone who handles those coins. Ye’ll be weapons, or magic items that are revealed only when the coinage
chased out of every town ye settle in, ye’ll be hounded and gems have been hacked away.
to places where they got no use fer gold.”
To start, every golem is made up of at least 10,000 GP, the
minimum required to give the construct shape. Then, for
If the PCs refuse his terms, Harry chuckles and says, “Fairly each golem, roll 1d4 and a 1 to the result. This indicates the
warned be you, says I! From this day forward a curse follows number of times you roll d20s on the General Treasure Golem
ye!” Then he vanishes. Composition Chart on the next page. All results are cumulative.

Black Sails Over Freeport 181


- Act II, Part V: Yarashad -
General Treasure Golem Composition Table
D20 Result
1 10,000 cp
2 30,000 cp
3 20 bloodstone gems, each valued at 2d4x10 gp (50 gp avg.)*
4 25 zircon gems, each valued at 2d4x10 gp (50 gp avg.)*
5 30 moonstone gems, each valued at 2d4x10 gp (50 gp avg.)*
6 18,000 sp
7 21,000 sp
8 24,000 sp
9 25 amethyst gems, each valued at 4d4x10 gp (100 gp avg.)*
10 30 amber gems, each valued at 4d4x10 gp (100 gp avg.)*
11 35 pieces of jade, each valued at 4d4x10 gp (100 gp avg.)*
12 4,000 gp
13 4,500 gp
14 5,000 gp
15 10 black pearls, each valued at 2d4x100 gp (500 gp avg.)*
16 12 yellow topaz gems, each valued at 2d4x100 gp (500 gp avg.)*
17 6 emeralds, each valued at 4d4x100 gp (1,000 gp avg.)*
18 7 fire opal gems, each valued at 4d4x100 gp (1,000 gp avg.)*
19 2 diamonds, each valued at 2d4x1,000 gp (5,000 gp avg.)*
20 1,000 pp
*When determining the value of these gems, the random formula given is meant to be calculated individually for each gem. If
this is not to your liking, you can use the average value of each gem in the parentheses following each entry.
Next, determine if the golem has other unique treasures hidden within its body. Roll 1d4 and add 1. This is the number of times
you roll percentile dice on the Treasure Golem Special Item Table.

Treasure Golem Special Items Table


d% Result
01-30 You find no additional treasure within the golem.
31-35 A simple locket that once belonged to a famous queen (worth 5,000 gp*)
36-40 A gem-encrusted eye patch of an infamous pirate (worth 7,000 gp*)
41-45 A scarlet mantle once worn by an admiral of renown (worth 8,000 gp*)
46-50 A tapestry stolen from the castle of a well-known kingdom (worth 9,000 gp*)
51-55 A ceremonial dagger used to kill a religious martyr (worth 10,000 gp*)
56-60 A model of a infamous pirate ship encased in a bottle (worth 12,000 gp*)
61-65 A wooden harp once used by a world-famous bard (worth 14,000 gp*)
66-70 A signet ring of a famous royal family member now dead (worth 16,000 gp*)
71-75 The silver pommel of a sword wielded by a famous hero (worth 18,000 gp*)
76-80 A lock of hair from an elven queen encased in a crystal (worth 20,000 gp*)
81-85 A simple crown of a long-dead famous king (worth 25,000 gp*)
86-90 One of your world’s most famous sculptures (worth 30,000 gp*)
91-95 One of your world’s most famous paintings (worth 40,000 gp*)
96-99 A medium specific weapon from table 8-17 in the DMG
00 A major wondrous item from table 8-30 in the DMG
*The items marked with an asterisk are unique treasure items. The value given is what they would be worth if sold to the right
buyer or interested party. First of all, the players will have to discover what these items truly are. This will require extensive
research, or casting a spell like legend lore on the item. Since these items are not magical, spells such as identify will not
reveal anything about them. Bard characters may also make a bardic knowledge check with a DC 30 to discover the origins of
a particular item. Once the correct information is obtained about one of these items, the players will have to seek out people
interested in buying them. Finding the right buyer for these items can be the stuff of an adventure all on its own.
If the players attempt to sell these items on the open market, they are in for a surprise. The gp value of the items will be reduced
to 1/1,000 of the given values. In addition, some of the items may attract attention from the authorities or other parties.

182 Black Sails Over Freeport


- Act III: Red Skies at Sunset -

184 Black Sails Over Freeport


- Act III: Red Skies at Sunset -
Act III: Red Skies at Sunset
T
he return from the Islands of the Damned should be a the heroes unwittingly do the hard work for them by bringing the
happy one for our heroes. After all, they defeated the artifacts back to Freeport. His artifacts’ mere presence in Freeport,
former minions of a powerful demi-god and walked he assured them, would be enough to weaken the wall between
away with extensive booty. They arrive back in Freeport dimensions—allowing him to pass into the Material Plane.
looking forward to some much-deserved rest and relaxation—and
Meanwhile, with the various navies near Freeport about to go
a chance to spend their treasure.
to war, the cultists can carry out the plan Yarash mapped out a
The heroes are in for a bit of a surprise when they reach port, century and a half ago. During the great battle, the cultists intend
however. During their absence, the mainland war between the to insinuate themselves onto warships, whereupon, they will read a
elves and the barbarians has escalated considerably. Both sides are powerful summoning spell to raise the Son of Yarash, the kraken,
threatening the Captains’ Council in an attempt to force Freeport from his undersea prison. Freed among the warring fleets, the
to pick a side and join the war, for the time for playing both sides beast will destroy them all in a vast, horrific blood sacrifice. The
and profiteering is over. sacrifice will weaken Harrimast and open the door for Yarash to
return to Freeport once again. Upon Yarash’s return, those who are
To make matters worse, the orc population has grown steadily
worthy will sail at his right hand, while those who oppose him will
unruly. Small fights and altercations with the Sea Lord’s Guard
drown in a sea of their own blood!
have become commonplace, and the city is a powder keg waiting
for a spark to set it off. Act III should be run at a frenetic pace. In this act, the heroes need
to help quell the orc riots, prevent a barbarian invasion, and pursue
At the same time, the cultists of Yarash have not been idle.
the barbarian fleet. Then, they confront the avatar of Yarash.
Initially, they planned to capture Yarash’s artifacts themselves and
use them to free their god from his island prison. However, the GM’s Note: After the fun begins, downtime should be kept at a
heroes thwarted this plan in Act I. In despair, the cultists prayed to minimum, with the heroes only chance to rest being during their
Yarash for guidance, and he showed them a cunning new path: let trip out to sea for the for the climactic encounter of the module.

Prologue
B
efore getting in to the nuts and bolts of Act III, you need
to decide how you want to handle the characters’ return men are arguing on the boardwalk beside the ship. Two
to Freeport. If you want to allow the characters a brief of them are obviously barbarians, while the other two
respite in the city, then let them come into port and hang appear to be Freeport pirates. The men argue for a few
around for a few days. This option allows for some foreshadowing minutes more, and then the two barbarians turn angrily
of the coming riots and the barbarian attack. This option is covered away and climb up ladders onto the longship, which
in the Start Option One: A Brief Respite section that follows. quickly drops its oars and begins to make its way out
Alternately, you might want them to jump right into the action, to sea. Two armed Guardsmen then join the Freeport
affording them no chance to rest upon their return. This option pirates, and they turn and head toward the Old City.
works best for a group that likes to get down to business without Several other Guardsmen remain behind, asking all
delay. So, to sweep the characters into the plot immediately, skip those who approach to move on.
to Start Option Two: Let the Troubles Begin on page 188.

Sea Lord’s Guardsmen: hp 5


Start Option One: A Knowledge (local) check (DC 20) reveals the two men who had

A Brief Respite been arguing with the barbarians to be none other than Captains’
Councilors Hector Torian and Marcus Roberts (see F:CoA
on pages 25-26). They have just seen off a delegation from the
An Angry Meeting barbarians after the council rejected their pleas for a unified
front against the elves. This does not bode well for the people of
As the adventurers’ ship approaches Freeport’s docks, read the Freeport, as we shall see later.
following boxed text:
Although the barbarian vessel gets underway quickly, the heroes
have time to try to speak with them if they so desire. The Sea
The city of Freeport looms before you, a welcome Lord’s Guard initially stops anyone approaching the barbarian
sight after spending so much time at sea. As your ship vessel. Persistent heroes may get through, however, with a
slides up to the dock, you notice a longship flying the successful opposed Intimidate or Diplomacy check.
colors of the barbarian horde under a white flag of truce
docked a hundred feet away. A contingent of twenty The barbarians want to leave with all due speed, so it takes a
Freeport guardsmen looks on, keeping the passersby great deal of persuasion to convince them to talk; offering them
and the curious away from the moored longship. Four something useful should do the trick. For example, the heroes might
convince the barbarians that they have some pull with the Captains’

Black Sails Over Freeport 185


- Act III: Red Skies at Sunset -
Marcus: “Aye, you speak the truth. Don’t worry <<insert heroes
name>>, the Captains’ Council will do what‘s best for Free-
port. Neither side would dare attack us outright, but just the
same, we will be vigilant.”
If the heroes ask questions around the docks where the longship
was berthed, they hear various rumors and bits of information.
Have the player’s make a Gather Information check, and then
consult the following Rumors Table:

Rumors Table
DC Rumor
10 “Them barbarian bastards threatened the council they
did. I’s surprised the big shots let ’em go so easy.”
15 “I hate those barbarians. Comin’ here and begging for
help from us. Like we wants to get into a war.”
20 “I hear that them barbarians had themselves an audience
with the Captains’ Council they did. They want the
Freeport navy to join ‘em in the war. It sure looks like
we said no to ‘em.
25 “The barbarians and the elves have both sent delegations
to the Captains’ Council to get them to commit the
Freeport navy to their side in the war. As usual, we
turned ’em both down.

The Orc Rabble-


Council or that they are sympathetic to their cause. Threatening the
barbarians is fruitless—and foolish—considering the situation. Rouser (EL 12)
If the heroes get the barbarian delegates Lars and Calim to talk, This encounter can be thrown at the PCs at any time after they arrive
they only do so briefly. The Captains’ Council’s rebuff of their offer back in Freeport but before the orc riots start, and it should remind
to join them against the elves has severely angered them. They the heroes about the tensions in the city between the orcs and the
warn the PCs of dire consequences for Freeport should the Council Freeporters. As the heroes pass a large open space in the city, such as the
decide to side with the elves against them. They also recite an old Field of Honor in the Eastern District, the Plaza of Gold in the Merchant
barbarian saying, “Friends may be forgotten, but enemies will ever District, or the Seaside Market in the Docks, read the following:
be burned into the memories of me and my ancestors.”
Calim: hp 49 A crowd of over one 100 orcs has gathered here,
Hector Torian: hp 36 making passage difficult. They cluster around an
Lars: hp 85 impressive-looking, well-dressed orc standing on a large
Marcus Roberts: hp 47 crate and screaming to the throng at the top of his lungs.
“Now am the time my brothers! We am oppressed for too
The heroes may also attempt to speak with the two Freeport long. We must rise up before it too late. We am not go
council members, Hector and Marcus, but they are unwilling to to war! We am can stop it. We march to de Fortress uh
discuss the matter in the middle of the street with strangers. The Justice and make dem hear us!!” The crowd applauds
two armed men accompanying them, their bodyguards, order his words and shouts encouragement.
inquisitive types to get lost. If they know the heroes and are on You now realize that the orc on the crate is none
good terms with them, they might be willing to let them in on other than Drak Sockit!* As he steps down from the
what is going on, but the heroes must succeed at an opposed crate to lead his followers on their march, a large
Diplomacy check to get them to talk. If this happens, a typical contingent of guardsmen armed with smash sticks enter
response from the men might be: the plaza from one end while a group of elves wearing
Hector: “Greetings friend. Ah, these are troublin’ times. The war is dark green tunics with a golden harp emblazoned on
heatin’ up. If we don’t watch out they’ll be drawin’ us inta it.” them and wielding clubs enters from the other. Together,
the two groups outnumber the orcs almost two to one. An
Marcus: “Well, Hector. We‘re already in it. We never wanted to uneasy silence settles over the plaza as if no one knows
choose sides, but those barbarians want more than priva- exactly what to do next.
teers. They want the Freeport navy.”
Hector: “The elves are lookin’ for our help as well. I’d hate to *If Drak has been killed in your campaign, the rabble-rouser can
choose the losin’ side in this thing.” be his assistant Spacko.

186 Black Sails Over Freeport


- Act III: Red Skies at Sunset -
Drak (or Spacko) has been trying to make the Captains’ Council the PCs find him seated in a corner of the common room, where he
hear his pleas on behalf of the orc citizens of Freeport for waits in case Drak needs further prodding.
some time now. They have been crowded together in the city’s
A polymorph any object spell cast by a 12th-level caster gives him
poorer districts, used as cheap labor, and abused by much of the
his barbarian-like appearance. He keeps up his ruse as long as
population. And now he hears that Freeport may be considering
possible, and he talks to the heroes about the war, feigning anger
going to war on the side of the elves! He and his people cannot
at the Captains’ Council for rebuffing the barbarian delegation.
tolerate this, so he has organized this march as a way to make the
He spits out the word elf as if it is poison, and he verifies that he
Freeport’s leaders understand the orcs are a force to be reckoned
talked to Drak about the deal the Council forged with the elves. If
with. From the response, it appears that the Captains’ Council
unmasked, the agent attempts to flee at all costs. When he dies, his
wants to make an example of poor Drak and his followers.
body reverts to its elven form.
When the Guard learned of this little get together, Xander Williams
Elven Spy: hp 71
knew he could only muster about 100 men, not enough to handle
Locked Room: Open Lock (DC 25)
the orcs, so he reached out to the Captains’ Council for aid. Arias
Soderheim offered 50 elves from his own personal guard to help. He The agent completely fooled Drak. The orc believes that a deal
did so, not out of any love for the Guard, but simply to bolster his with the elves will be catastrophic, not only for his people, but also
chance at becoming the Sea Lord—beating up orcs is just an added for Freeport, and he will do anything to stop it. The next time he
bonus. The heroes may make a Knowledge (local) check (DC 15) to gathers his people, it will not be to talk. Soon after speaking to the
recall that the golden harp is the symbol of Arias Soderheim. heroes, the Sea Lord’s Guard arrest Drak and throw him into the
Tombs (F:COA on page 78). If the heroes unmask the barbarian
Give the heroes a chance to jump in and try their hand at
agent and come looking for Drak, he is already in prison, making
smoothing this whole thing over before letting all hell break loose
it impossible for the PCs to see him.
in the plaza. It’s possible that an amazing bit of diplomacy can
provide a diplomatic resolution to this whole affair. Then again, it
may just tick everyone off that much more. Regardless, give the
heroes an opportunity to take some action before the Guard and
An Over-
Soderheim’s men arrest and subdue the orcs.
Orc Laborer: hp 14
Zealous Zealot (EL 13)
The purpose of this encounter is to foreshadow the coming re-birth
Sea Lord’s Guardsman: hp 5
of Yarash through the actions of one of his most crazed cultists,
Soderheim’s Guard: hp 12
Heike Lausemann. A fighter, Heike was indoctrinated into the
If a battle does occur here, Drak and his five bodyguards attempt to cult at an early age. As she witnessed many atrocities performed in
leave the plaza to fight another day. If the heroes track him down, he the name of Yarash, her young mind slowly twisted and corrupted.
remembers them and immediately asks about his sextant. This can Her thirst for blood and sacrifice in the name of her god became
become a tricky encounter. Drak knows that the sextant is his only insatiable, and even her own companions learned to fear her.
claim to legitimacy, and he wants it back, especially now. This is a good Heike is utterly evil and now insane due to the proximity of the
opportunity for the heroes to do some roleplaying to convince Drak that artifacts of Yarash. She knows that Yarash’s coming is near. The
they still need the sextant. Doing so is difficult, so Drak receives a +4 artifacts, infused with Yarash’s power, call to her, drawing her
bonus to any opposed Diplomacy checks to allow the heroes to keep inexorably toward the heroes that carry them.
the sextant. Drak is no fool, however, and if he realizes that the heroes
The six-foot-tall Heike has matted, waist-length blonde hair and
are too powerful for him to take on and he cannot convince them to
startling but bloodshot blue eyes. She rarely blinks, and often
give him the sextant, he flees, thinking to retrieve the item another day.
stares forward into space or directly at her adversaries, which
Alternatively, the heroes may give him the sextant; they will have a
tends to unnerve them. She lets out a blood-curdling scream when
chance to get it back later (See the Free Drak! section for details).
attacking, and never asks for or grants quarter. She wears full-
If Diplomacy prevails, Drak talks with the heroes about what length chain mail armor and wields a powerful greataxe. Heike
is going on in the city. A barbarian (an elven agent posing speaks in short, incomplete, incoherent sentences.
as a barbarian spy) convinced him to cause trouble. The spy
Heike can be sprung upon the heroes when they least expect it, and
approached him last week and told him that the Captains’ Council
you should play up her insanity. Here are some suggestions:
was closing a deal with the elves to join them in the war. (The
elves know the orcs would never stand for Freeport’s support • Heike arrives at the inn where the heroes are staying. She
of the elves, so by starting the rumor, they provoked Drak into approaches a PC who carries an artifact. Without speaking,
creating trouble in the city.) The heroes may question Drak about she begins to sniff the PC where he or she has stored the arti-
the spy. Drak does not know the barbarian spy’s name, but he met fact. She says something like, “Smell him…yes…he is…he
him in the Broken Mug (See F:CoA on page 46 for details). The will be…give to me…death…blood…gurlewok…argantio…
spy wore a cloak made from a wolf’s pelt, no armor, and he had ” Eventually, Heike attacks a hero who carries an artifact.
blonde hair and blue eyes. He believes that he may still be there,
although he has not seen him since then. • Heike tracks an artifact to the PCs’ hiding place (a locked
chest, secret room, aboard their ship, and so forth). Since
Drak Sockit: hp 50 the artifacts call to her, she easily locates them. Storing
Drak Bodyguards: hp 56 them in an extra-dimensional space throws her off their
trail, however. When she locates an item, she ignores
If the heroes go to the Broken Mug, they find the elven spy (still
anyone in the area of it and moves quickly to retrieve it. If
disguised as a barbarian) within. If they arrive in the daytime, the
this means chopping up a chest or breaking through a wall,
agent is in his locked room on the second floor. In the evening,

Black Sails Over Freeport 187


- Act III: Red Skies at Sunset -
so be it. If confronted, she speaks, “..I hears…he be…get
it!...leave…huriobl….og no ilbort…we need him!...crush… The bustling harbor of Freeport is a welcome sight
kill…destroy!” If attacked, Heike fights back ferociously. after the ordeal you have all been through. Some rest
and relaxation would be godsend, even in this place.
• During the night, Heike bursts into a PC’s room that
Close at hand, you see a squad of guardsmen leading
contains an artifact. She moves directly toward the artifact,
four bound-and-gagged orcs along the docks. The
chanting, “Yarash…frega…ohm...Yarash…frega…ohm.”
guards are not being gentle with them. Your gaze then
Once again, she ignores anyone in the room and goes for
wanders over the city, and you notice a pillar of thick,
the item. If attacked, she defends herself.
black smoke rising from an area in the Eastern District.
If the PCs capture Heike, they can question her, but they may not have This cannot be a good sign.
any luck making sense of her words. Nor does she respond directly
to questions; more often than not, she ignores them completely. The
The heroes arrive in Freeport a day after a small orc riot in the
answers she does provide are cryptic, if not incoherent. Heike knows
Eastern District. A force of guardsmen and elves in the service of
two things for certain, however: Yarash’s artifacts call to her and
Arias Soderheim put down the riot (See Orc Rabble Rouser on
Yarash will soon return. She knows nothing about the actions of her
page 186 for more information). During the fighting, a small fire
fellow cultists or their plans. How any of this is going to come to pass
broke out in the Field of Honor (see F:CoA, on page 53) and still
remains unknown to her. If asked about the artifacts, she says, “…the
smolders.
lord calls…frega…hak…I come…char…near…power… wanting…
needing.” If asked about Yarash, she answers, “…coming…frega… If the PCs ask around the city, they quickly learn that an orc riot has
power rising…death…blood…joy!” occurred. For more details, have them make a Gather Information
check and consult the Orc Riot Information chart below:
Heike Lausemann: hp 165

Orc Riot Information


Start Option Two: Let 10 “Them orcs just went crazy. Almost set fire to the whole
the Troubles Begin! 15
Eastern District, they did!”
I saw the whole thing. Some loudmouthed fool fired up
No Rest for the Weary them orcs. The whole thing was his fault it was. They
called him Drak* or some such stupid name like that.”
This option throws the PCs right into the middle of the action
20 “The orcs was no match for the guard and Soderheim’s
on the same day that they arrive back in town. If you choose this
elves. It was almost a slaughter. Good thing they only
option, you need to make sure that the heroes rest and recuperate
wanted to capture ‘em. That’ll teach ‘em.”
on the journey from Hell’s Triangle to Freeport. If they are not at
full strength, this section will prove difficult for them. 25 “They hauled off the orc leader Drak to the Tombs. I
bet we’ll have no more trouble wit them greenskins
As the heroes approach Freeport harbor, read the following:
anymore.”

And Then There’s Zoltan


If Zoltan Zaska still possesses a PC at this point, you have a number of options. If you think the PC is up for an interesting
role-playing challenge, simply ask him if he wants to play out the final act as Zoltan. If not, have Zoltan manifest to the PC
as a voice in his head. He speaks up when it becomes obvious that the possessed PC intends to get involved in the brewing
fight. The corsair urges the character to steal the artifacts, split off from the other PCs, and get out of Freeport post-haste. Since
the possessed PC is likely a rogue, Zoltan appeals to his chaotic instinct for self-preservation. What do you think is going to
happen here? You think this is going to be an honorable fight? This island is going to turn into a charnel house.
Zoltan argues that, like it or not, he and the PC are bound together now. If they escape Freeport, Zoltan suggests, he can direct
the PC to secret treasure troves, to his family’s ancestral castles, to countless other earthly paradises—where Zoltan can buy
himself another willing subject for transplant and the PC can live out his days in ease. Of course, he is for the most part lying;
he just wants to kill time until his spirit can take over the PC’s mind completely.
If the PC ignores Zaska—and who wouldn’t?—the pirate keeps up a running commentary in the PC’s head as he attempts
crucial tasks. The jabbering gets so annoying that for every new action the PC attempts, he must make a Will save (DC 25) to
block out Zoltan. If he fails, he suffers a -4 penalty on his roll for the action. (Zoltan is not a fool, however; he won’t distract
the PC during attack rolls or other situations where the PC faces immediate danger. But he tries to dissuade the PC from going
into dangerous situations. Do you see what awaits you if you stay here? etc.)
If the PC is still possessed when he reaches the final confrontation with Yarash, he must make a Will save (DC 30) or Zoltan’s
soul is ripped from him. This isn’t an entirely good thing. If Zoltan’s spirit tears free, the PC must make another Will save (DC
25) or be knocked unconscious for 2d10 rounds.

188 Black Sails Over Freeport


- Act III: Red Skies at Sunset -
*(As mentioned earlier, if Drak has been killed in your game, you that, if set free, he will incite his people to rise up against the
can substitute Spacko or some other orc in his place.) alliance.
The city’s guardsmen did indeed capture Drak during the riot in Drak Sockit: hp 50
the Field of Honor. He is currently being held in the Tombs, where
The heroes might also ask around town about the latest news
he awaits yet another trial. The heroes can visit him in the prison if
concerning the war. They eventually discover that the barbarians
they so desire. Drak is unapologetic because he believes Freeport
sent a delegation recently to Freeport. You can use the Gather
is headed for ruin. He has been misinformed that the Captains’
Information chart from An Angry Meeting on page 185 to let the
Council is ready to ally with the elves. Drak believes this to be a
PCs know what they have learned.
mistake for his people and all of Freeport. He also makes it clear

Section One: A City Under Siege


I
n this section, the heroes find themselves in the middle of Gate and Drac’s Gate. If these can be kept open, the barbarians
a battle for the city of Freeport. A strange twist of fate may may have a fighting chance to take the city. They hope the orc
prove to be disastrous, as the barbarian army and the unruly troubles distract the Sea Lord’s Guard long enough to assure them
orcs choose the same night to unleash an assault on Freeport. their victory. If the attacks fail, the remaining barbarians flee to
And the elves have unknowingly lent a hand in the attacks. Only their longships.
the actions of our brave heroes can prevent the city from falling
into ruin. The Orcs
The encounters in this section of the adventure do not follow The orcs are mad as hell, and they’re not going to take it anymore!
any specific order or pattern, as the heroes’ choices cause the Not only have they been treated like pack animals and given little
action to move in different directions. The motivations and plans to no rights, but they have been beaten and thrown in jail as well.
that the barbarians, orcs, and elves are detailed first, followed Now, to add insult to injury, their leader, Drak Sockit, has been
by a list of possible encounters that can occur as the city is captured and thrown into the Tombs! They stood by when the
under siege. The encounters are grouped into three sections to guardsmen threw their leader in the Hulks—but not this time.
help guide you through the action. Feel free to add in your own
campaign-specific encounters or conclusions to this battle if you The orcs have gathered in The Eastern District, some 700
like. hundred strong, with one purpose: to free Drak Sockit! Raw
indignation and despair has led them to this attack, so they have
no real plan. As they move through the city, their leaders hope
The Warmongers’ Plans to inspire more orcs to join the cause, making this a night for all
Freeporters to remember.
The Barbarians The orcs have no knowledge of the barbarian attack, and they only
The barbarians are losing the war with the elves, and they’ve want to free their leader. If Drak can push his claim and be named
decided to take drastic action. Their recent visit to the city Sea Lord, they can finally elevate their status in the city. And, in
(detailed in Start Option One: An Angry Meeting on page 185) this scenario, they may end up being the last hope for Freeport’s
served two purposes. First, they tried to convince the Captains’ continued freedom.
Council to ally with them against the elves. And second, they used
it as an opportunity to gauge the city’s potential weaknesses—
which they found in the city’s unruly orc population—in case the
The Elves
Captains’ Council refused their request—which they did. The orc Not to be outdone, the elves also lent a hand in this night’s events.
unrest is already taxing the Sea Lord’s Guard and distracting some Fearing Freeport’s entry into the war, elven operatives have been
of the councilors from the war. working in the city for months. Using magic, they manipulated
the orcs and pushed them toward troublemaking. With Freeport
Barbarian operatives in the city stand ready to aid in an assault on distracted by its own problems, the elves reasoned the city’s
the city from the inside. Desperate men make desperate decisions. leaders would not get involved in the barbarian-elf war, leaving
The barbarian commanders quickly planned an all out assault on the elves free to crush the barbarians once and for all. And, of
the city. Although risky, the rewards would be great: gold for their course, duping and manipulating orcs made the plan all that much
taxed war chests, rowing slaves for their longships, and more ships more appealing.
to use against the elves, to name a few.
Drak’s capture provided the perfect opportunity for the elves, as
The barbarian battle plan involves a two-pronged attack. Two the loss of the orc leader made them easier to manipulate. The
hundred barbarians land on the far side of the island, travel elves plan to get the frenzied orcs to march through the city to the
overland, and attack Freeport from the north. At the same time, the Fortress of Justice. On the way, they will make sure the gates to
main force attacks with longships at the docks. Both forces then the Eastern District and the Old City are open. If all the orcs die
converge on the Fortress of Justice in the Old City, the seat of trying to get into the fortress, so be it.
Freeport’s power.
In any event, the Captains’ Council will be picking up the pieces
To succeed, the barbarian operatives in the city have to keep two for a long time, giving the elves ample opportunity to destroy the
crucial gates guarding the entrances to the Old City open: Dock barbarians.

Black Sails Over Freeport 189


- Act III: Red Skies at Sunset -
Running the Siege Beginning Encounters
Timing We Are Under Attack! (EL 10)
When all of the mayhem described below actually begins depends This encounter assumes that the heroes are staying aboard a ship
on which start option you chose for your group in the prologue. in the harbor.
If you chose Option Two for a quick start, you should launch
them into the action on their first evening back in the city. If
You awaken from your slumber to the sounds of a
you chose Option One, the battle can start on any evening you
deckhand screaming out an alarm. Rushing topside,
choose. Whenever you set the troubles to begin, describe the sun
you see a fleet of barbarian longships moving rapidly
being ominously blood red as it sinks beneath the waves on that
through the light mist. You count at least 10 ships within
particular evening; this should give them a hint that all hell’s about
your line of sight, but there are probably more. The war
to break loose. The battle begins at midnight.
has come to Freeport at last!

Encounters During the Siege The barbarian attack comes in the middle of the night during a
The encounters are broken up into beginning, middle, and ending new moon. Twenty-five longships, each carrying 125 barbarian
ones. Depending on where your group is in the city and what they warriors, slip into the harbor under the cover of a light mist.
decide to do, you can use some or all of these options during the Five ships remain at the mouth of the harbor to block it off. The
battle. The beginning encounters allow for three possibilities for other 20 ships move quickly toward the docks, trying to remain
the location of the heroes at the start of the night’s excitement. It is as spread out as possible, for they know about Freeport’s siege
hoped that your group will fall into one of these categories, but if cannons, and they want to minimize their damage if possible. The
not, you can modify to fit the group and their situation. barbarians do not attack ships in the harbor unless attacked by
GM’s Note: The barbarian army does not consist entirely of them. Instead, the barbarians want to get into the city and reach the
NPCs of the barbarian character class. Their armies also contain Fortress of Justice as soon as possible.
warriors, shamans, and rogues. NPC classes will be listed as The heroes have a number of options at this point. It should
Warrior of the Barbarians Type I, for example, while those be abundantly clear to them that they cannot handle this fight
actually representative of a character class are listed as Barbarian alone. In fact, Freeport itself may very well be in danger. The
Type I. Also, when the text describes the barbarians, it refers PCs can flee toward the walls of the Old City in hope of finding
to the barbarian army as a whole, not necessarily a barbarian safety there, but they may want to inflict some casualties on the
character class. barbarians before doing so. If they have siege weapons on their
ship, they can fire them before leaving. A spellcaster could let
loose a well-timed fireball, or a nearby ship might need some help
loosing an attack that will decimate a barbarian ship.
As they move into the city, the PCs see three Sea Lord’s Guardsmen
holding off 10 barbarians in a narrow roadway. Nine of their
companions lay dead before them. The PCs can see that the guards’
valiant efforts are allowing some of Freeport’s men, women, and
children to rush to safety in the Old City before the gates close. The
heroes are in a perfect position to charge the barbarians from the rear.
When the battle is nearly over, have another massive group of
barbarians, at least 50 strong, move toward the heroes. They are
100 feet from the walls of the Old City, and the gate is closing.
Have them rush forward and make it just as the gate closes.
Sea Lord’s Guardsman: hp 5
Barbarian Type I: hp 47
Warrior of the Barbarians Type I: hp 51

Hey, We Need Your Help! (EL 10)


This encounter assumes the heroes are staying somewhere within
the city.
Sometime after midnight, a messenger arrives looking for the
heroes. The actual person delivering the message should be
tailored to your group. If they are well respected in the city
the messenger is from the Sea Lord’s Guard; if the PCs have a
close relationship with a member of the Captains’ Council, the
messenger is that councilor’s retainer. If they are affiliated with
one of the temples (the Temple of Harrimast being an obvious

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What About Freeport’s Other Heroes?
Freeport has many heroes, as Captains’ Council members, adventurers, city officials, and pirates all call this place home,
and certainly rise to defend it upon attack. However, the drama should center on the PCs. Their actions will turn the tide for
Freeport, not those of the other powers, who will be busy tending to their own affairs. Removing the PCs from center stage
reduces the game’s fun, for the players will then feel as though they are watching a movie rather than participating in the
storyline’s outcome.
Even so, you can add in some NPC cameo appearances if you think your group will find that interesting. Using the existing
source material like Denizens of Freeport might also add some flavor to the excitement. For example, maybe the PCs see Karl
the Kraken in an alley kicking some barbarian booty, or perhaps they find Mr. Wednesday’s gang protecting his turf. Adding in
these details can make the city come alive, while still keeping the heroes at the center of the action.

choice), the messenger is a priest from that temple, and so on. If If the heroes are in Drac’s End, they witness the barbarian
none of these fit your group, use one of the newspaper boys under overland force coming into the city from the north:
the employ of C.Q. Calame from Act I.
Regardless of who delivers it, the message is as follows: Shrill war cries and screams coming from the
outskirts of Drac’s End pierce the city’s normal night
sounds. Some people rush by you in a panic, waving
“I am sorry to wake you, but we need your help.
their hands above their heads and screaming, “Wild
The vile orcs have formed a mob and are marching
men are coming from the woods! Save us! To the Old
through the streets on a destructive rampage! I‘m
City quickly! Save yourselves!” From a group of tents,
not sure, but someone told me that the main group
you see a boy and his mother running, but before you
numbers over 500! The whole thing started in the
can act, a barbarian cleaves the mother in two with his
Eastern District with some complaint they have
greataxe. The city is under attack!
over the imprisonment of their leader. The Guard is
stretched too thin to meet the threat. Will you join with
the others who are loyal to Freeport and help quell this Eight companions accompany the barbarian sergeant that killed
uprising?” the mother. They are headed towards Drac’s Gate in the Old
City.
At this point in the adventure, your heroes may need some Barbarian Type I: hp 47
motivation over and above that of simply coming to Freeport’s Warrior of the Barbarians Type II: hp 37
rescue. If so, tailor a reward to suit the desires and needs of your Barbarian Sergeant: hp 84
group. If the messenger is a newsie (as mentioned previously), he
If the heroes are in the Eastern District, they hear a great
tries to convince the heroes to help by claiming that some of his
commotion coming from the Field of Honor, where the orcs have
newsboy friends are in danger. Alternatively, if the heroes refuse,
amassed for their march to the Fortress of Justice.
a group of orcs comes strolling into the inn or house where the
heroes are staying, forcing the PCs into the fray.
A great, twinkling light, as if created from several
If the PCs agree to help, the messenger leads them toward the
hundred torches, lights up the night sky from what
Fortress of Justice. On the way, the heroes run into a small
must be the Field of Honor. You hear guttural voices
band of 12 orcs intent on looting and destroying. The orcs wield
screaming and shouting in Orcish.
clubs, hammers, and axes. As they rampage around, they chant, in
Common, “Free Drak! Free Drak!” They are hell bent on reaching
the Fortress of Justice, so they do not stop to talk. If the heroes investigate, they discover the orc mob just as it is
leaving the plaza and moving toward the Eastern Gate of the Old
Orc Rioter: hp 39
City. Anyone who speaks orcish can recognize the chant of “Free
Drak!” The heroes cannot stop the mob at this point, but they may
Something Bad be able to reach the gates before the mob does. While attempting
to do this, the heroes run into a stray group of 30 orcs wielding
This Way Comes (EL 11) spiked clubs who attempt to block their way. If the heroes decide
This encounter assumes that the heroes are out walking the city’s not to follow the orcs, the barbarians invading from the docks
streets when the battle begins. eventually get their attention.

You may have to modify this encounter, depending on where the Orc Commoner: hp 7
heroes are in the city. If they are at the Docks, Scurvytown, or the If the heroes are in the Temple or Merchant District, they learn
Warehouse District, the encounter is similar to the one detailed about the battle by hearing the sounds of combat coming from the
under We Are Under Attack! on the previous page. The heroes harbor or by running into stragglers from the barbarian overland
hear or see the barbarian invasion from the harbor. They can rush attack.
to the Old City or take a few pot shots at the invaders.

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- Act III: Red Skies at Sunset -
This Way Comes start as well. For example, if the heroes were in
Middle Encounters Drac’s End, they might reach the gates as they close, only to find
barbarian infiltrators on the inside trying to open them.
Barbarians at the Gate (EL 10) Barbarian Type II: hp 34
In this encounter, the heroes reach the Old City only to find that Commander Stern: hp 28
one of the gates is being attacked from within. A battered, bloody Rogue of the Barbarians: hp 37
member of the Watch rushes toward them, collapsing into the arms Warrior of the Barbarians Type I: hp 51
of the nearest PC. He blurts out the following:
Elf Sabotage (EL 7)
“We are under attack! <Cough!> The barbarians are The elves have sabotaged the Eastern Gate into the Old City by
at Drac’s gate. We closed the gate in time, but they must jamming something into the mechanisms to prevent the gates and
have planted soldiers within the city. <Cough!> They the portcullis from closing. The four saboteurs have been caught
surprised us! Commander Stern <cough!> cannot hold in the act and are engaging two of the Sea Lord’s Guards as the
out for long. That gate must remain closed. <Cough!> orcs approach the gate. The heroes have to dispatch the elves,
Please help us!” while also closing the gate in time to prevent the orcs from gaining
entrance to the Old City.
If not treated immediately, the man dies. He has just warned the It is difficult to predict the amount of time it will take each group
heroes about the overland phase of the barbarian attack. When the to complete this task with the maximum suspense. You need
heroes reach Drac’s Gate, read the following: to gauge your group’s abilities to make this as challenging as
possible. Clearing the jam on the portcullis requires a Strength
check (DC 20). Attempting to do so provides any would-
The scene at the gate is bloody. Two wounded
be attacker with a +4 bonus to hit and provokes an attack of
Guardsmen stand amidst their comrades’ dead bodies
opportunity. Removing the jam on the gates is a mechanical
and attempt to defend the inside of the gate from 10
problem, requiring a Disable Device check (DC 25). Again, this
attackers. They are doing their best to keep themselves
provokes attacks of opportunity and gives their attackers a +4
between the barbarians and the mechanisms that will
bonus.
raise the portcullis and open the wooden gates, but they
will not last much longer on their own. This encounter works best with the We Are Under Attack! start
on page 190 or, if the heroes are trying to stay ahead of the mob
in the Eastern District, as described in Something Bad This Way
Since there are over 100 barbarians on the other side of the gate, it
Comes start on page 191.
is imperative for the heroes to make sure they remain closed. The
main goal of the invaders is to let their comrades in, so they need Elven Fighter: hp 51
to first open the wooden gate and then the portcullis. It takes one Elven Ranger: hp 45
person three rounds to open the gates and another three to open the Hawk, Elf Ranger’s Animal Companion: hp 4
portcullis. If two or more people make the attempt, they cut the Sea Lord’s Guard: hp 5
time down to two rounds for each barrier. The barbarians have to
make a Strength check (DC 15) to open the gates and the portcullis
each round, and they incur a -4 AC penalty as they attempt to let
Now’s Our Chance! (EL 13)
in their fellow attackers, in addition to leaving themselves open to The serpent people living under the city, led by their powerful
attacks of opportunity. new hero N’Garth, have decided the ensuing chaos has provided
the perfect time for the Valossan people to rise again and reclaim
On the first round that the heroes join the fight, a barbarian kills a
the Serpent’s Teeth. Of course, they are completely delusional,
Guardsman. Only the Guard’s leader, Commander Stern, remains.
and they have no real chance of seizing power, but they can
He fights to the death if necessary. If the heroes seem unsure about
put a wrench in the works by providing yet another enemy for
what is going on, the commander makes it clear that they need to
Freeport’s rulers to fight.
keep the gate closed.
N’Garth has gathered an attack force of 100 personally trained
This middle encounter works best with the Hey, We Need Your
warriors and a small cadre of loyal civilized serpent people. They
Help or the We Are Under Attack! start. Situations can be
plan to attack from the sewers and capture as many members
slightly modified to allow this to work with the Something bad

Old “Friends”
If your group has played Tales of Freeport, this would be a perfect opportunity to use the NPCs from that adventure in this
encounter. If they have not, introducing characters from Tales of Freeport might plant some seeds for further adventures
for your group using that product. Finally, the heroes might not be able to stop the Serpent people from capturing all of the
councilors. The ones that are captured then return as Serpent people in disguise. This would certainly add some spice to a new
adventure dealing with the succession issue in Freeport. Nothing like finding out that the new Sea Lord is a Serpent man in
disguise!

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- Act III: Red Skies at Sunset -

of the Captains’ Council that they can. Once they have them
in custody, they plan to use the shape-shifting abilities of the Ending Encounters
civilized serpent people to take their place and rule the city! This
encounter most likely occurs in the Old City, where the seat of
government rests, or in the Merchant District, where most of the
Get Them Guns Blazin’! (EL 15)
councilors live. The most feared weapon that the Sea Lord’s Guard can bring to
bear on attackers is the siege cannon. Many an invading fleet has
The size of the serpent people’s party depends greatly on the been reduced to burning cinders by the fiery blasts from these
composition of your group and their current condition. You could guns. It is rare indeed when all the guns need to be fired, and most
have the heroes come upon a well-known councilor and his of the time, the two guns closest to the harbor are enough to repel
bodyguard under attack by serpent people, providing the heroes invaders. Not to mention the fact that a horrible accident involving
with an opportunity to rescue them. The heroes might also come the inland guns almost burned the Old City to the ground. Since
upon a large contingent of serpent people shoving a well-known then, they have not been used.
councilor into a sewer entrance.
The crews manning the guns closest to the harbor are having a
It is true that most of the councilors can defend themselves, but rough go of it. They got off one good shot with one of the guns, but
the encounters should be structured so that the heroes make the the next shot misfired, disabling the gun, killing its crew, and setting
difference in the conflict. Don’t let the NPCs steal the show. Also, fire to the wooden tower’s interior. The heroes need to find a way
this encounter should prove more interesting if the heroes save up into the tower, brave the flames, and get the gun to work. This is
a councilor they already have a close relationship with, or one no mean feat. The towers stand about 50 feet high and the wooden
who can help them in future endeavors. Either way, the rescued floors on the inside are on fire and unstable. Anyone in the tower
councilor mentions the siege cannons mounted atop the Old City takes 2d6 fire damage each round. On a d20 roll of five or lower
walls. He or she notes that the guns have been silent through most (subtract one from this roll for every PC on the floor at the time)
of the battle, and that the PCs should investigate. the floor collapses, sending the heroes through all the floors below,
This encounter works with any of the beginning encounters, and taking fire and falling damage on the way down. The top floor
it can be thrown in before or after one of the middle encounters remains stable, since it is supported under the wood with stone.
as well. If the PCs are friendly with K’Stallo (see F:COA, page Anyone climbing up to the top of the tower must also contend with
107 or Tales of Freeport, page 27), he may tip the PCs off as to falling debris from the fire. Every round spent climbing requires a
N’Garth’s plan. This is not the future K’Stallo had in mind for his Reflex save (DC 20) to avoid being hit. A flaming object does 2d6
people. fire damage and 1d6 normal damage. Heroes may only climb at half
speed due to the conditions in the tower.
N’Garth, Serpent Man Hero: hp 85
N’Garth’s Serpent Man Warriors: hp 22 The heroes first need to find out what is wrong with the gun. Three
possible checks can determine what needs to be done: A Spellcraft

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- Act III: Red Skies at Sunset -
check, a Craft (Weaponsmith) check, or a Disable Device check—all This encounter works best with the Now’s Our Chance! Encounter
at DC 25. A successful check reveals that the magical energy used to on page 192, as the rescued councilor can tell the heroes about the
fire the gun has been used up. To be repaired, the cannon needs to be guns. It also works well with the successful completion of the Elf
fed a magical item with a moderate-level permanent ability, such as a Sabotage encounter on page 192, as the orcs will be kept outside
magical weapon or a magical cloak. Potions and scrolls are single use the Old City and the barbarians will have reached it.
and will not work. If such an item is placed in the barrel of the canon,
Barbarian Bodyguard: hp 40
the cannon will absorb the magical energy from the item and repair
Gar, Sorcerer’s Familiar (Raven): hp 39
itself. The gun can then be fired as described in the F:CoA book on
Shaman of the Barbarians: hp 78
page 74. Firing the gun requires three people, two of which fuel the
Sorcerer of the Barbarians: hp 58
gun with their souls, taking 4d6 points of damage each time the gun is
fired. The gun fires a fireball as cast by a 20th-level caster.
The other gun did not even get off a shot, for a barbarian shaman
Free Drak! (EL 15)
and his three bodyguards teleported in during the assault, and Use this encounter if the heroes have stopped the barbarians from
killed the gun’s crew. The barbarians have not figured out how the entering the Old City. This means the orcs, thanks to the elves’
gun works, however. The heroes have to kill the shaman and his sabotage job, have gained access to the Old City and are rioting in a
men to use the gun. The shaman won’t make it easy on them. As huge mob. The task in front of the Sea Lord’s Guard and the Captains’
they climb up to the tower’s top floor, he uses his spells to make Council now is almost insurmountable. They need to deal with an
their ascent as difficult as possible. invading army, attacks from within by disgruntled orc citizens, and
maybe even serpent people to boot. If only the orcs could be made to
Now that the battle has been underway for some time, the heroes understand the city’s peril. If they would join forces with the people of
can rout the barbarian fleet with one good shot of the siege the city, they could easily force the barbarians back to sea.
cannon. Read the following when they fire the gun:
Convincing this angry mob to refocus its rage away from the city
and onto the barbarians will not be easy. It takes a powerful leader
As the gun fires, you feel your own life force being to halt their marauding, a leader like Drak Sockit (or a leader like
sucked from your body. You are quite literally powering Spacko, if Drak has shuffled off the mortal coil)! If the heroes can
the blast from the gun with your own energy! The results convince him to control the angry mob, they might turn the tide of
are spectacular. The gun roars, and with a huge kick, the battle in Freeport’s favor.
belches forth a massive fireball the likes of which you
have never seen before. The blast strikes its target, Pointing the heroes in the right direction on this one may be
setting barbarian longships ablaze. The remaining difficult. They should already know that Drak has been captured
vessels turn and begin fleeing the harbor. and that the orcs are clamoring for his release. Members of the Sea
Lord’s Guard also tell them that their forces are stretched too thin
to deal with the orcs and the barbarians at the same time. In fact,
many of the Sea Lord’s Guard have been stationed at the gates to
the Fortress of Justice to prevent the orcs from springing Drak.
Xander Williams is a stubborn man after all.
Fighting their way through the gate is going to be very difficult for
the heroes. As detailed in F:COA (pages 73 and 74), the Fortress
of Justice has only one entrance. A portcullis and flanking towers
manned by guardsmen armed with repeating crossbows protect the
entrance. Xander Williams has stationed all available guardsmen
here to protect the gate. Ten men man each tower, with five on each
side behind arrow slits (giving them 50% cover); the other five fire
from the tower’s crenellations (also giving them 50% cover).
Sea Lord’s Guard: hp 5
Commissioner Xander Williams has joined the men at the gate. He
understands this may be the site of the last battle with the orcs and/
or the barbarians, and he wants to personally make sure the Fortress
of Justice does not fall. Two hundred and fifty citizens, mainly
women and children, have also fled here to find safety behind the
walls. These refugees huddle together in the training area.
The heroes may try to convince Xander to free Drak. On an
opposed Diplomacy check, the PCs may succeed at convincing
him. If they threaten him, however, he receives a +2 circumstance
bonus on his roll, as he does not respond well to threats. If the
PCs only use reasoning and good roleplay, then award them a +2
circumstance bonus to their check. If convinced, Xander sends the
heroes with a guardsman to the Tombs to get Drak.
Xander Williams: hp 56

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Or, the heroes might try to scale the walls. The 20-foot-tall, barbed
walls away from the gates are not being watched. The PCs need
to make a Climb check (DC 25) to get over the wall. Also, have
them roll an Escape Artist or Dexterity check (DC 25) to escape
taking damage from the barbs, which do 1d10 points damage if the
check fails. Three wounded Sea Lord’s Guardsmen watch over the
women and children in the training area. If they spot the heroes,
two of them attack crossbows, while the other runs to get Xander
Williams.
Sea Lord’s Guard (3): hp 5
Only a solitary jailer and two guards watch over the Tombs, as
the riots and attack on the city have called the other guards away
to other duties. The map of the Tombs can be found in F:CoA on
page 76. The jailer and guards have barricaded themselves at the
foot of the spiral staircase leading down to the first dungeon level
(marked 7 on the map). If the Guardsman sent by Xander is with
the heroes, they can see Drak without a problem. If not, the jailer
refuses to let them in, unless they convince him with an opposed
Diplomacy check or break down the door.
Door: thickness 2 inches, hardness 5, hp 20, break DC 25.
Jailer: hp 45
Sea Lord’s Guards (2): hp 5
Drak is a stubborn orc, but he loves Freeport. When the heroes free
him, he understandably wants to join his people and lead their riot
through the city. His response to the heroes here depends heavily
on what happened earlier in the Orc Rabble-Rouser section on
page 186. Understandably, he is harder to convince if the heroes
attacked him or he fled from them. The heroes may even need
to give him the sextant at this point to convince him to help.
Once he learns the barbarians have attacked the city, he begins to animals or only jackasses to carry their stuff. You am
reconsider. After all, what good is it to be a Sea Lord if there is come here to sets me free, but it be these people you sees
no city of Freeport over which to rule? Intimidating him does not besides me that am helped me to sees what freedom be.
work. If the heroes try this tactic, Drak receives a +4 circumstance The city we all calls home is under attack. It am time for
bonus to his opposed rolls to resist them. If the PCs once again us to prove that we wants to be citizens of Freeport. We
refuse to give him the sextant, Drak receives a +8 circumstance am shows the whole world strength and honor that all us
bonus on his opposed rolls. Honest talk about the situation yields orcs has. Come wit me now, brothers! Gnash them teeth
far better results, and the heroes can immediately convince him and pound these invaders. Death to the barbarians!
if they hand over the sextant. Once freed, Drak retrieves his Death to the enemies of Freeport! Honor for de Orcs!”
possessions from the jailer’s quarters. A roaring cheer goes up from the orcs as Drak ends
his speech. He turns to the heroes and says, “Come wit
When the heroes arrive with Drak at the gates to the Fortress of us friends. It am time for us to bash skulls. We am hurry
Justice, over 200 orcs have amassed outside chanting his name to meets them head on!” Drak then quickly moves to
and demanding his freedom. Drak asks to be taken to the top of a climb down the stairs as he readies his greataxe for the
tower so that he can address the throng. When the heroes and Drak fighting to come.”
arrive at the tower’s top, read them the following passage,

Just as the heroes and Drak get outside the gate of the Fortress
You arrive at the top of the tower, 50 feet in the air of Justice at the head of the orc mob, they encounter the main
above the war-torn city that you have come to love. barbarian force, who have come in through the sabotaged Eastern
Fires burn in many places, but the amber glow of the District gate.
torch-wielding orcs draws your attention. As Drak steps
onto the parapet overlooking his brethren, a ferocious, Playing out this encounter is better done as a heroic epic then a
roaring cheer fills the air. DRAK! DRAK! DRAK! For round-by-round combat (though GMs with access to mass combat
a moment, he stands still, soaking up the sound of his rules may consider running a more tactical battle). With the help of
people as if he was drawing energy from them. Raising the orcs led by Drak and the heroes, the barbarians will be pushed
his hands to quiet them, he begins to speak. In the back to the sea and forced to retreat in their ships. When the orcs
distance, you can see the barbarian forces making their reach the dock, the remaining forces of the city, led by members of
way toward the fortress. the council and the Sea Lord’s Guard, will learn that it was the orcs
“Our time am come brothers! Tonight, we am show that turned the tide of the battle. Even after all that they had been
all de people of Freeport that us truly belong. We am not through, the orcs’ love of Freeport won out over their own interests.
Drak Sockit: hp 50

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- Act III: Red Skies at Sunset -
help the heroes out. It might also be interesting if, at one of the key
A Hundred-To-One... moments described above, the heroes need to rescue of one of the
Captains’ Council members during the fray.
I Like Those Odds! (EL 16)
If the heroes are successful, they thwart the barbarian attack. The
Your group may think they can take on the barbarian horde on
remaining invaders flee toward their ships and quickly sail out of
their own. Some well-placed spells and useful magic items might
the harbor.
turn back even the hundreds of barbarians that face them. Feats
like Whirlwind attack and Great Cleave may embolden the group’s Adept of the Barbarians: hp 38
fighters to march out and attack the barbarians. After all, this is the Barbarian Bodyguard: hp 40
stuff that legends are made of, right? Barbarian Sergeant: hp 84
Barbarian Type I: hp 47
Your group might just be powerful enough to pull it off. If they
Barbarian Type II: hp 34
are that brave, then let them give it a try! Stats for basic barbarian
Barbarian War Chief: hp 126
troopers and warriors are given in the Appendix, as well as stats
Rogue of the Barbarians: hp 37
for sergeants and leaders. It may be difficult to go round by round
Sorcerer of the Barbarians: hp 58
with over 200 enemies, so you might want to do things as if there
Warrior of the Barbarians Type I: hp 51
are three to five key moments in the conflict, playing those out
Warrior of the Barbarians Type II: hp 37
individually. For example, at the start, they may face a small
group of 10 barbarians and a sergeant scouting out ahead of the
main force that needs to be dispatched. Then the heroes might find
Section One: Pluses and Minuses
themselves surrounded by 50 barbarians and need to fight their Lay Your Hands on Me: +100 xp to any PC brave enough to power
way out. The buildings and terrain might come into play as well. the Freeport siege cannons.
Perhaps the heroes can flee into a building for a little house-to- Are You the Gatekeeper?: +75 xp to every PC if they successfully
house fighting or cause a wall or building to collapse on top of beat back the barbarians at the Old City gate.
some barbarian troops. A spellcaster might need to get to higher I’m the Keymaster: +50 xp to each PC if they clear the gate
ground to hit them with a well-placed fireball or cloudkill. obstructions in the Elf Sabotage section (double if they
take no wounds in the process).
If things get too rough, you might want to have one of the
I Say Let ‘em Crash: -200 xp to each PC if they have to be con-
Captains’ Council members arrive leading a force of Guardsmen to
vinced to join in Freeport’s defense.

Section Two: Yarash Rising


I
n this section, our brave heroes once again head out to sea, hunt them down and punish them for daring to attack Freeport.
this time to crush the retreating barbarian fleet in retaliation Admiral Rankin (F:CoA on pages 29-30) takes charge of
for their bold attack on Freeport. Unfortunately, the elves the situation, gathering a fleet of 50 ships in only two hours!
have similar plans, but they intend to wipe out the pirate Captains Gordon, Roberts, Torian, and Varellion from the Council
menace as well. In the midst of this conflict, the cultists of accompany the fleet, and Drak Sockit pledge two orc ships for the
Yarash, who have hidden themselves amongst the crew of all effort.
three fleets, perform a last, desperate ritual to summon the son of
Getting the heroes to go along should be pretty easy. Of course,
their god, the kraken, hoping the resulting bloodshed will bring
they might think of it themselves when they see the fleet
Yarash back to them.
mobilizing for the pursuit. If they don’t, a member of the Council
Should he still be with the heroes, Lucien Buche parts ways with that they know or have recently saved asks for their help.
the PCs. He’s had quite enough of fighting, and has no desire to go
If they need a nudge in the right direction, heroes holding the
back to sea to witness more of it.
artifacts hear the voice of Harrimast in their heads saying,
“Remembers yer promise now! Git out there quick, for the
Going After the servants of Yarash are at work. Go forth with the fleet and keeps
your word. Go now!”
Barbarian Fleet Captain Garth Varellion: hp 42
Captain Hector Torian: hp 36
After repulsing the attack on Freeport, the Captains’ Council
Captain Marcus Roberts: hp 47
wants revenge. Without delay, they set sail after the barbarians to
Captain Xavier Gordon: hp 38

What About Captain Baumann?


If Captain Baumann still survives, she reappears for this scene. She might offer the heroes a lift to the final battle, or she
participates in the battle herself on one side or the other. Keep in mind that she should be adding color to the story, not be the
story. In the end, the heroes can either get the best of her or perhaps befriend her, gaining a powerful ally.

196 Black Sails Over Freeport


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Using Naval Combat Rules
The climactic sea battle has been handled in abstract terms, keeping the focus on the PCs. There are, however, a plethora of
published naval combat rules for the d20 System. If you have access to one of these rule sets, you could play the battle that
way. This will certainly take longer, but if your group likes a tactical challenge, it may be worth the effort.

Boy, I Need a Victory is at hand! The fleet has surrounded the


barbarian longships, and it is only a matter of time
Good Night’s Sleep before they pay the ultimate price for their folly.
Attacking Freeport! They must have been desperate
Once the heroes set sail, decide how long it takes them to catch indeed. Your gloating is interrupted by the calls of
up to the barbarian fleet. Since they have just come from a battle, “Ships ahoy!” from your lookouts. You scan the horizon
they most likely have sustained some wounds and used up some desperately looking for this new threat. At last you see
spells. If they are in bad shape, the journey should take enough them. Moving quickly toward your vessels is another
time for your PCs to get in better shape for the upcoming conflict. fleet! Moving under sail and oars, you know these to
Alternatively, if your group had little trouble dealing with the be the sleek and fast warships of the elves! The fog has
attack on Freeport, the pursuit of the barbarian galleys might only allowed them to get within a quarter of a mile before
take a few hours. To keep the pacing of the conclusion of the your lookouts saw them.
adventure fast, one night’s rest is all that should be allowed in any
event.
How the heroes react to the appearance of the elves depends on
what they have or have not learned earlier in this act. If the elven
The Battle Begins (EL 12) agent duped them, they believe the elves are here to help the
Freeporters destroy the barbarians. If they have unmasked the elf
Eventually, the Freeport fleet catches up to the barbarian longships
agent, they probably correctly deduce that the elves are attacking
near sunset. When they do, read the following:
the Freeporters and the barbarians. Give the heroes a round or two
to react before the elves open fire, revealing their true intentions.
As dusk approaches, a light fog spreads out over
The elves have rightly guessed that now is the right time to
the sea, reducing your visibility. Through the vapor you
attack both the barbarians and the Freeporters. With both sides
can make out the deep red disc of the sun as it hangs
low on the horizon. Only a half a mile in front of you,
at the limit of your sight, you spy the barbarian fleet.
They are beginning to turn to do battle, as they know
now that flight is no longer an option. They are brave
to meet their end in this way. Your fleet of ships greatly
outnumbers them. The seas will overflow with blood this
night.

Only 15 barbarian longships remain from the assault, so the


Freeporters should have little trouble dispatching them. The ships
start out 2,640 feet apart. Ships travel at speeds varying from one
to four miles per hour. Obviously, using the six-second round to
handle this encounter takes way too much time. To make things
faster, assume that until the ships are in range for missile fire to
be effective (normally 200 feet for a longbow or 400 feet for a
catapult), only maneuvering takes place. Faster ships can get into a
more favorable position before the missile fire begins. Rather than
turn to rounds here, assume each ship gets to fire four times before
closing to ship-to-ship combat.
No stats have been given for the crews of the various Freeport
naval ships in this engagement except for the members of the
Captains’ Council. Keep their actions in the background and
describe what they are doing without rolling dice for their attacks.
The barbarian fleet consists of a mix of many different types of
combatants, detailed above and in the Appendix.
As the fleet attacks the barbarians, a new threat manifests. At an
appropriate point during the battle against the longships, read the
following:

Black Sails Over Freeport 197


- Act III: Red Skies at Sunset -
Who’s Leading These
The Summoning (EL 20)
The cultists of Yarash have insinuated themselves into all three of
Cultists, Anyway? the fleets in this battle. The prophecy about the return of Yarash
is about to come true, and they have made sure that they are right
In Act I, Billy Bones led the cultists. The heroes in the middle of things. Aboard one of the Freeport vessels, near
assaulted his base in Libertyville and crushed them. If the middle of the battle, the signal is given. At that time, all of
Billy Bones survived that encounter, he leads them and the cultists reveal themselves and begin fighting for their god.
activates the scroll instead of Nador. If the PCs killed They hope to prove themselves worthy to him, as he returns to the
him, then any surviving lieutenant should replace Nador. Material Plane. Then the world will know the meaning of fear.
Basically, if it is possible, based on what happened in
your adventures, a cultist that the heroes can recognize You determine the most appropriate time for the cultists to attack.
leads the attack. Only use Nador if no previous cultists It may occur during a lull in the fighting, or perhaps just after the
survived. heroes dispatch an enemy ship. When the appropriate time comes,
the new leader of the cultists, a man named Nador, climbs to the
top of a Freeport’s ship’s mainmast near the center of the battle.
He bears an ancient silver horn and a powerful scroll. Perched
weakened, they hope to eliminate both enemies at once. They have above the battle, he reads from the scroll. As he does so, the waters
50 ships that split up to attack from two sides. Three rounds of surrounding his vessel become affected by a sargasso spell. The
missile fire should be enough before the ship-to-ship action takes special scroll affects the area for one hour, with a radius equal to
place. 600 feet. The ships in the area of effect are stuck as per the spell
The fleet combat described in this section should be chaotic and description. (See F:CoA on page 130 for more information.)
exciting. Swinging from the ropes, fighting in the rigging, and Billy Bones: hp 75
commandeering enemy ships should be mandatory. Make sure Cultist of Yarash: hp 28
that you describe the rest of the battle as well as what is going Nador: hp 75
on with your heroes. Make them feel like they are part of a large Wizard Cultist of Yarash: hp 14
conflagration, with all hell breaking loose around them.
Heroes looking in the direction of the ship can find Nador with a
Elven Commander: hp 102 successful Spot check (DC 25). If they see him, they can attack
Elven Fighter: hp 51 him before he takes his next action and blows the magical horn.
Elven Sailor I: hp 39 If they successfully hit him with missile weapon (give him 50%
Elven Sailor II: hp 45 cover for being in the mainmast), he cannot blow the horn that
Elven Wizard: hp 49 turn. If they kill him, another cultist attempts to retrieve and blow
the horn. This particular ship carries 10 cultists. Once the horn is
blown, read the following:

You hear the sound of a mighty horn. Hrooooo,


hroooooo, hrooooo. Its three deep calls drown out the
sounds of battle around you. Time seems to stop, as
all the combatants look about them, unsettled by the
thunderous noise. The sea begins to roil and splash
violently. Something is rising to the surface! A tall, dark
tower of stone emerges from the seaweed-laden water.
It spikes though the water and rises toward the sky,
breaking apart an unfortunate ship as it does so. You
blink a few times in disbelief, but you have seen this
structure before, back on the other side of the Hell’s
Triangle. You saw this tower, the tomb of the dead god,
on Yarashad.
As the tower completes its rise to the surface, you
hear a loud splash, followed by a hideous, low-pitched
bellow. You turn toward the sound, and see a creature
you thought only a sailor’s nightmare or a bedtime story
to scare young children. Impossibly huge, its gaping
maw and deadly tentacles effortlessly destroy a nearby
ship. Its great red eye turns toward you and you know
what it is to be afraid. The kraken has come, and it’s
about to turn its malice upon you!

The cultists have summoned the kraken to help bring about


Yarash’s rebirth. As the kraken destroys ships and devours the

198 Black Sails Over Freeport


- Act III: Red Skies at Sunset -
souls they carry, the life force from those souls are transferred
to the tower, where the dead body of Yarash waits. It takes 10
shiploads of souls to provide enough energy for Yarash to take What If the Artifacts
shape again. Feel free to increase or decrease this number to
enhance the drama in your game. Once there are enough souls Are Not Here?
within the tower, the tower draws any artifacts the PCs carry to it If the heroes have not brought the artifacts, despite all
to complete the ritual. the hints and clues dropped along the way, the tower
The kraken starts out 100 feet away from the heroes. Five ships sit draws them from wherever they are hidden on the
between them. The creature knows the heroes bear the artifacts, Material Plane. In this case, the heroes see five swirling
and it attacks their ship only after it has devoured enough souls. vortices of energy appear around the tower. It now takes
The heroes have to bring the fight to him. Keep in mind that the five rounds instead of three for the artifacts to reach the
area is packed with ships engaged in close-quarters fighting. If tower.
they cannot fly or otherwise get near the kraken, they can close the Any containers that the heroes used to hold the artifacts,
distance by jumping from ship to ship. magical or mundane, are broken through with ease by
Most of the ships try to leave the area or fight the kraken to the best the energy drawing them to the tower. If the heroes have
of their ability. On a successful Spot check (DC 20), the heroes cleverly hidden the artifacts on another plane, the tower
notice some crews fighting amongst themselves on various ships. still draws them to it, though it takes seven rounds for
The cultists on each ship want to the kraken to eat them, so they can them to arrive.
join with their god. They do anything they can to prevent harm from
coming to the kraken. If the heroes move to another ship during the
battle, they may have to fight off the cultists, as well as the beast.
begins shrinking, collapsing in on itself, as the energy
When the kraken destroys another ship, read the following:
surrounding it grows brighter. Suddenly, the artifacts
that you have carried with you from beyond Hell’s
Another ship has fallen to the mighty sea creature, Triangle are ripped from your grasp. They float in the
crushed by its many tentacles. You see the hideous air toward the tower.
beast’s maw scooping up the survivors and swallowing
them whole. As it does so, you are drawn to its eyes,
Allow the heroes a chance to take some action here. If they try to
which crackle with a dark blue energy. Suddenly, a beam
hold onto the artifacts, they have to make a Strength check (DC
bursts forth like a lightning bolt toward the tower in the
25). If they succeed, they are picked up and drawn toward the
middle of the sea. The tomb of Yarash absorbs the beam
imploding tower and certain death. Additionally, they take 1d10
and glows with a dark blue light.
points of damage the first round they approach the tower, and an
additional d10 every round thereafter (unless they let go, dropping
This occurs after every two shiploads of souls that the kraken into the water or onto a ship). The heroes might also want to try
devours. At the same time, the carried artifacts begin to glow with destroying the artifacts. This idea proves futile, for mere mortals
the same dark blue light. The heroes notice this immediately if cannot harm the artifacts. The heroes can move to another ship, try
they are holding the artifacts in their hands. If not, they notice this to reposition the one they’re on, or cast spells. Regardless, it takes
on a successful Spot check (DC 20). three rounds for the artifacts to reach the tower.
Kraken, the Son of Yarash: hp 290 Once the artifacts reach the tower, read the following:

The Return The tower disappears, replaced by a ball of dark


blue energy about 20 feet across. As you watch, the
of Yarash (EL 20) ball explodes outward with a blinding flash of light.
In its place is a grotesque creature from some twisted
Once the tomb absorbs enough souls, it draws the Full-Fathom nightmare. It is huge, with a wingspan of at least 10 feet.
Five’s artifacts to it, yanking them from the PCs’ hands or their Six tentacle-like arms protrude from its scaly body, each
hiding places. As the symbols of his former power move toward of them ending in a set of wicked claws. Its head rears
the tower, they implode, leaving behind the avatar of Yarash. It back, revealing a large mouth filled with razor-sharp
appears as described in Act II on page 179: a huge creature with a teeth. There is a glowing mark upon its forehead. By
10-foot wingspan and six arms ending in wicked claws. It has an now you know what these skulls mean. It is the mark of
enormous head with a huge mark on its forehead, the by now very the Full-Fathom Five.
familiar symbol of the Full-Fathom Five. Each of the five artifacts is absorbed into one of the
skulls on the creature’s forehead, and the device glows
Read the following:
with a dark blue light. Then, in a booming voice, the
thing speaks, “Come before me now, all of you!”
A powerful bolt of energy leaves the kraken Ghostlike forms take shape in front of the creature
and shoots toward the tower, followed by a great at his command. As the shapes coalesce, you recognize
thunderclap that nearly deafens you. The tower them! They are the former members of the Full-Fathom

Black Sails Over Freeport 199


- Act III: Red Skies at Sunset -
Alternate Ending:
Defeating the The
Son of Yarash
Some players will only be satisfied by personally
vanquishing Yarash’s avatar, which is what the
standard ending of Black Sails over Freeport is all
about. However, you may wish to consider an alternate
ending for two reasons. First, if your players are story-
oriented, they may find the return of Yarash despite
all they’ve done a bit forced. Second, Yarash’s avatar
may simply be beyond the powers of the PCs to defeat
(especially after a vicious naval engagement and a duel
with the Son of Yarash).
As an alternate ending, try using the kraken attack as
the climactic event of Act III. The set-up is the same.
The cultists are trying to bring back Yarash through
a massive blood sacrifice but either they are simply
deluded or defeating the kraken foils their plans. Either
way, killing the Son of Yarash before it can wreck
Freeport’s fleet is both heroic and challenging. With the
kraken slain, Yarash and his cult are soundly defeated
and the grateful Harrimast offers his boon to the PCs
(see Aftermath on the following page).

Five, summoned here by their master at his return. An


expression of joy crosses each of their faces, except for
Carthy, who appears to be afraid.
The creature speaks to them saying, “Welcome, my
children. As you can see, I have returned. No thanks to
you!”
“Have you forgotten who brought you back from
the dead? Have you forgotten whom you serve? For
over 100 years you had the power to release me from
my prison, yet you did nothing! You had the power of
four artifacts, and all you needed to do was retrieve
the last from the traitor. Instead, you bickered amongst
yourselves, like the petty creatures you were before I
made you into something greater.
“So it was to weak-willed humans I turned, who
would obey the whispers I planted in their dreams
without question. Who would plant the seeds of war
that would bear fruit on the sea, so that the Son of
Yarash could feed on their flesh, and I could feed on
their souls.
“But without all of the artifacts, I could not return
to this plane. And they, too, failed to bring the sextant
to me. It was these adventuring fools, lured by the
promise of wealth, who succeeded where others
could not. And by keeping the tools they thought
had banished me forever, they have only ensured my
return.”
With this, the avatar turns to you, its face twisted in
a mocking smile.

200 Black Sails Over Freeport


- Act III: Red Skies at Sunset -
“You have served my ends better than my faithless
Aftermath
servants. Soon, I will re-enter this world with all of When the PCs destroy Yarash’s avatar, read the following:
my strength, and then I will make Freeport burn. I will
let you live to witness this, as a last gift for bringing
Your final blow has dimmed the light emanating from
me back to this plane. Harrimast cannot save you; he
the tattoo on the creatures forehead and it lets out an
cannot prevent this. And after I have taken your lives, I
ear-shattering scream of pain. The waters nearby begin to
will take Harrimast’s.”
churn into a powerful whirlpool, as an unseen force lifts
The creature turns back to his five former followers.
the creature’s body. It hovers over the swirling waters for a
“As for you, my Full-Fathom Five. You have failed
moment, and then it is hurled into the maelstrom. As it falls
me utterly, and for this I will make you suffer. Go to the
beneath the waves, it speaks its final words, “Death is only
hell I have prepared for you! There your souls will be
a beginning, I will return, Harrimast. I will always return.”
tortured for eternity, and you will know only torment. Be
gone!”
One by one, a whirlpool at the creature’s feet sucks As the whirlpool subsides, the adventure ends. The cult has
the evil spirits within. All of them beg their former been defeated and the avatar of the evil god Yarash has been
master for mercy as they are drawn slowly to their vanquished. When all is done, the avatar of Harrimast speaks to
deaths, except for Ezekiel Carthy, who is no longer the heroes telepathically.
afraid.
He looks at the avatar of the god he once worshiped Read the following:
and speaks, “Although I shall endure the slow torment
you have prepared for me, I deserve it for what I have “I knew ye had it in ye. I thank ye for takin’ care of that
done. Know this though, you will fail this day, and the cur for me. Don’t you worry about him returnin’ though.
mark of the Full-Fathom Five shall be wiped from your If’n he does, it’ll be well after your time. It’s tough to kill
brow. We are no longer your slaves. Do now what you a god, ye know. Ye has me thanks for savin’ the world from
will with me, but with my last breath I renounce you, the scourge of that black hearted villain. I will grant ye
false god, and hope that your end will be a painful one!” each a boon: ye can each call on me once. Once only, mind
With that, Ezekiel Carthy’s spirit disappears into the ye. If’n I can help ye, I will. I bless ye all! May the wind be
whirlpool. ever at ye back and the waters calm before ye.
The creature now lifts its gaze toward you and
speaks, “I do not heed the words of an ungrateful
coward. The time of exile is over at last. On this day, a Section Two: Pluses and Minuses
new pirate god will rise. And I will be worshipped with
blood!” I’m Going to Show You How to Kill a God: +300 xp to the PC who
figures out that shooting the artifacts in the avatar’s head is
the key to his destruction.
The final confrontation with Yarash has finally begun. Though Tally Ho!: +100 xp for each act of derring-do committed during
the Avatar is a tough opponent, he does have one rather serious the course of the battle (GM’s discretion).
Achilles heel: the Full-Fathom Five tattoo on his forehead is This Cutlass Kills Cultists: +150 xp to each PC if they destroy an
the seat of his life force. All attacks made against the tattoo are entire cell of cultists on any one ship.
made at a -4 penalty to hit, and damage from these hits cannot be Kraken Rosie, Get on Board: +1000 xp to each PC if they reduce
regenerated. the kraken to half its hit points before Yarash’s avatar rises.
If the PCs are having trouble with Yarash, you may wish to drop
a few hints about the tattoo. For instance, a barrage of catapult
stones hits the god’s avatar, but only the one that strikes the tattoo
Ending Pluses and Minuses
makes Yarash stagger. If the PCs don’t take the hint, a Knowledge If the boon of a god and more gold pieces than they can spend in
(arcana) check (DC 20) can reveal the weakness. their lives is not reward enough for your PCs, feel free to grant
them enough experience points to advance to another level. Good
Avatar of Yarash: hp 312
roleplay throughout the adventure should also be rewarded with an
Full-Fathom Five Tattoo: hp 100
experience point bonus of your choosing.

Black Sails Over Freeport 201


- Epilogue -
The End?
I
n the end, there were two, and every pirate had to choose your profit on the seas” he told them, “you must know its laws.”
between them. If you worked a merchant vessel or took to
All of them—whether they knew him as a scourge who snapped
the oceans for pleasure, you made a sacrifice to Harrimast,
their masts or the savior who guided lifeboats to port—call him
the great god of pirates. Weigh down a few kegs of choice
Truekeel. He had another name, an older name, but the only
ale and wine, waterproof a chest of gold and potions, sprinkle
creature who still knows that name speaks little these days. This
the whole collection with a few drops of captain’s blood—and
creature has good reason to keep quiet. Once, this villain had
maybe, just maybe, Harrimast would intercede for your vessel
himself been Harrimast’s first mate; he had commanded dread
and spare it from the corsairs. If you didn’t pay proper obeisance,
and respect from every seafarer in the world. He towered above
you’d better pray that whatever god you did worship was on
their decks, tall and black and fearsome, with a half-dozen
your side. Because Harrimast would turn the full fury of his
clawed arms and broad, thick wings. But he betrayed his master.
followers against you. And they didn’t come any wickeder or
The first time, Harrimast banished him beyond the reach of his
more ruthless.
followers; the second time,
Except when they got a the pirate lord decided on a
visit from Harrimast’s first rougher fate.
mate—a bony, hollow-faced
So now, before every service
figure wearing a faded naval
in the Temple of Harrimast
uniform, with a shoulder full
in Freeport, the presiding
of epaulets and medals on
cleric walks to the back of the
his breast. This apparition
lectern, rubs a small gold coin
would rise from the seas like
nailed there, and whispers,
mist, gliding across the decks
“Listen close, little one.”
to the captain’s cabin. In a
And if the priest stares close,
stern voice, commanding but
he can see a change come
compassionate, he would
over the face pressed into the
remind the corsair that even
coin—the bony jaw grinds
on the open sea, there are
into a snarl and the hollow
codes. Mercy toward the
eyes grow wide and red with
weak. Observance of oaths.
rage. A patch of the forehead
And fealty to their god.
seems to glow angrily too;
The ghost stood in the thick if the nail weren’t pounded
of the fight when corsairs through it, you could almost
boarded a vessel; one glimpse make out the tattoo of a skull
of him could blunt your blow. ringed with five stars.
He appeared to captives
Then the priest speaks the
quaking in the hold of a ship,
name Truekeel three times.
waiting to be ransomed.
If the temple is completely
And when the pirates pulled
silent, and the priest is true
into port, in the city they
to Harrimast in his heart, he
had created, he awaited
hears a distant dim hiss from
them on the docks, in the
the furious face on the coin.
council chambers, and in the
courtrooms to remind them “That name! That name!
that the freedom they enjoyed I curse it to the depths
had to be tempered by justice. of the hell—and I will wipe it from world! I am not
finished yet! Do you hear me, so-called Truekeel? I will
Eventually, he became the patron of that city. He protected
find a way out of this prison and come for you. I will
its heroes and raged against its villains as the city struggled
kill your lord, that craven Harrimast, and I will hunt
to rebuild after war and riot. For the orcs, struggling to find
you across every ocean in infinite space if I must. I will
an equal place for themselves, he came to them in dreams,
hang my black sails over Freeport, and I will string
counseling caution and restraint above their baser impulses.
you from those banners. I will carve your crimes on
To the Captains’ Council, struggling to choose a Sea Lord and
your forehead so that the world knows what to call you
weed out monstrous infiltrators, he became a spectral presence
when they come to howl and spit at your carcass.
at every roundtable. The hundreds of merchants and commoners
trying to begin their lives again pressed his image into lockets, Traitor!
and clutched at his weary face when the world overwhelmed
them. And the bitter remnants of the barbarian and elven fleets, Coward!
who had become corsairs themselves, met him for the first time, Carthy!”
carried onto their decks with foaming waves. “Before you find

Black Sails Over Freeport 203


- Epilogue -
What Next?
T
he conclusion of this module leaves many avenues for
your PCs to explore. Here’s a roundup of some of the Render Unto Harrimast
most likely possibilities. As we all know, no cult ever really dies. The followers of Yarash
bust into the Temple of Harrimast and steal the gold coin that
contains their trapped master. It will certainly take a huge, vile
Meet the New Boss spell to free Yarash, but that never stopped cultists before!

Drak has a strong claim on the Sea Lord’s Throne. But even with the
orc’s heroism during the battle against the barbarians, the Captains’ Jenny From the Black
Council won’t be easily convinced. There are bound to be machinations The ghost of Black Jenny Ramsey makes its way through the
and attempts on the orc’s life as he presses his case—wheels within looking glass and approaches the PCs. She wants redemption!
wheels for the PCs to sort out. The PCs might also be called on to find Would the PCs help her make amends to the families of some of
evidence to bolster Drak’s claim—a wizard from across the sea, a her former victims? (You could substitute any other of the Full-
distant relative who remembers Milton Drac, and so forth. Fathom Five here.)

I Am the Lizard King I’m Your


If the Serpent people used the riots as cover
to abduct and replace the Captains’
Captain
Council, the PCs might be called on Should she have
to investigate strange goings-on at survived all
the council culminating in a rescue three acts of the
of the councilors in caverns deep adventure, Captain
beneath the city. Morgan Baumann becomes even
more powerful. Now that the war has
I Cover the ended, she most likely wants to get
back to the open sea and continue
Waterfront doing what she does best: stealing
valuables at cutlass-point, and then
The recent violence has left shoving that point home. However,
the Sea Lord’s Guard seriously it’s possible that her encounters
depleted. The heroes might with the great evils beyond Hell’s
be called upon to take over Triangle may have changed her for
any number of enforcement or the better (meaning she still steals,
investigative duties (giving you a but she just doesn’t kill her victims
chance to indulge in some murder- afterwards). In the first case, the PCs
mystery storylines, for example). may eventually be sought to bring her
in to face justice; in the latter, she may
Madman Across even go so far as to invite your group on
a little expedition, since she knows how
the Water good they are in a scrap. And for politically
minded Freeporters, Baumann’s exploits during
The war’s over—now comes the hard part. Remnants the last battle might just make her a dark horse to take the
of the elven and barbarian fleets have turned corsair, picking off privateer’s seat on the Captain’s Council from Xavier Gordon,
Freeport ships in particular. And the elven and barbarian leaders once he realizes that he cannot put off stepping down any longer.
have gotten increasingly shrill on the subject of the City of
Adventure, accusing Freeport of staging Yarash and the kraken’s
appearance to decimate the enemy fleets. Now, the continental Every Day, I Write the Buche
powers are considering putting aside their differences and pooling If Lucien Buche hasn’t shuffled off this mortal coil by the end of
their forces against Freeport. Will the pirate capital send the PCs Black Sails Over Freeport, it probably won’t take long before he
to stamp out the enemy navies once and for all—or to undertake a gets himself into more trouble. Potential ideas on exactly what
diplomatic mission to the distant nations to plead Freeport’s case? kind of trouble could include: Absent-mindedly reading aloud
from a book on demons in the original Abyssal and summoning
Big Spender forth a rather angry band of outsiders; discovering that now
that the sextant has been used on it, Hell’s Triangle now goes
All that gold the PCs collected on Yarashad attracts any number of someplace else; asking the PCs help him guard his share of the
diggers. The PCs could suddenly become a magnet for every thief treasure (or asking the PCs why he hasn’t gotten his share of
in the city—or for every charity (Freeport needs a lot of rebuilding the treasure). Then, of course, he could always find yet another
work, after all). How do they protect all that loot? map…

204 Black Sails Over Freeport


- Handouts -

Black Sails Over Freeport 205


- Handouts -
Body Count In
Harbor hits
new high! page 3
The Shipping News Shark bites man,
man bites shark!
page 2
“ALL the news, fit to print or not!”

The Dogs of War Crosswinds


A Regular selection of Conflicting opinions

Unleashed!
A special report by B.F. Blacke of this cruelty as we are, and that they’ll do
”This War Will Be Bad for Business”
It certainly appears, at first glance, that the
facts speak for themselves. Freeport was
spend. This gives the eleven people, who are
much wealthier but less populous, a distinct
the proper thing.” founded on piracy. Piracy was how Freeport advantage. This will eventually be countered
Elven women and children, hacked to rose to prominence. Piracy will always be when the barbarian clans appeal to the
death! Barbarians running amok like Could that be a reference to those Letters the pillar upon which the future success of navies of unaligned human nations, which
the God of Chaos himself! Last week’s of Marque, Mr. Remiyass? If so, there our city will be built. will naturally bring the unaligned elven
exclusive (“1 Part Barbarian + 1 Part Elf are plenty of pirates palpitating at the nations into the conflict shortly thereafter.
= 1 Potion of Trouble”) set the stage for prospect of plunder. But not so fast! The Yet as the Elven philosopher Rigaborey
you, dear readers, and now the northern man with a death grip on those letters, the once noted, “Much that appears visible It will not be a tremendous intellectual leap
musclemen have made a grand entrance. Admiralty’s own Admiral Rankin, has put remains unseen.” for any of the naval commanders in this
his foot down squarely, squashing many conflict that the easiest way to gain oceanic
The setting: Kroy, elven border city. The The conundrum that faces our free city superiority over the other countries will be
a pirates’ vision of unlimited plunder. is whether it is possible to build a moral
cast: Half-naked, bloodthirsty barbarians on to eliminate the greatest threat—Freeport.
Seems the admiral wants the Sea Lord society based solely on bloodshed and
one side, doe-eyed elven children, women,
to approve the letters’ transaction. But plunder, or if we should instead try to build
elderly, and infirm on the other. The result: Our choice is simple: we can allow our
where’s the Sea Lord? Where he’s been a better world on the tenets of mutual
Carnage! All 100 elven citizens of Kroy lost. privateers to despoil the seas for whoever
for months, at the bottom of Freeport support and respect. The recent outbreak
The dogs of war have broken their bonds, is willing to pay their prices and watch as a
harbor! of war on the mainland could force us to
and they’ve already begun to feast! foreign power lands upon our shores, or we
And where is the Captain’s Council in address these issues much sooner than we can choose a clean break from our pirating
Ambassadors from the two countries might have expected, and could very well be past and let the deep-sea scavengers fend
all this? Have they cleared the Rules of
recently came to our fair shores. Asked for a crossroads in our city’s destiny. for themselves without the benefit of our
Succession to allow a new Sea Lord to be
a comment, barbarian ambassador Bram protection.
named? No. They bicker, and argue, and The histories of the elven and barbarian
Naly belched, “What mean, comment?”
make no progress. Freeport’s free-ranging lands are forever entwined in gory conflict.
Elven representative Remiyass had a bit In my opinion, it is time for Freeport to
sea fighters are itching for booty, but still Petty border skirmishes have long been the
more fat to chew. “If those monosyllabic turn its back on its scavenging, blood-
the council does nothing. This reporter order of the day, yet this latest dispute could
brutes want blood, they’ve got it! We’re stained past and look toward a new,
thinks the Captains’ Council should stop well fan the flames of a prolonged, world-
going to beat those fool humans back into collectivist community. For as the great
sitting on their brains and start working, encompassing conflict that might very well
the cesspools they call home. Then we’re orc thinker Skang once said, “Those who
or our privateers are going to freelance engulf Freeport in its fiery embrace.
going to teach them some manners. We am not know history end up impaled on
while the city’s coffers gather dust!
hope the good folk of Freeport are as sick stakes.”
Without the Admiralty to balance
distribution of Letters of Marque, Baron Leao is a teacher of Philosophic Studies
Freeport Forum both sides are now free to snatch up
uncommitted privateers with as much of
at the Freeport Institute, a priest of the God of
Knowledge, and frequent contributor of lengthy
their countries’ treasury as they dare to letters to this paper.
Our Readers Speak Out!
“War IS Our Business”
Sewer Saga Stinks Thanks for the Information Baron Leao would like you to believe that the Council until the Abyss freezes over, if
fairies leave gold pieces in blooded boys’ that’s what it takes to get a new Sea Lord,
Who’s tossing their pets into the sewer? Orks smell badd! Not only that, but their scabbards, that food is ‘magicked’ to our and more pirates out on the open ocean,
You want to drown something, do it proper. not intelijent iether! And why won’t they island, and that pirates didn’t build this city. striking fear in the hearts of the common
Row out into the harbor, tie some rocks let me in they’re bars? Perhaps in his fantasy land, but not in mine. folk. Two-year term be damned! Let me
to it, and throw it over the side. You drop make it clear: no Sea Lord, no Letters of
it in the sewer, it keeps growing! Why, just -Ronni Nate Mopio, Drac’s End Pirates did make Freeport, but privateers Marque. No Letters of Marque, no money.
last night I saw a scaly ‘gator climb out of keep it alive. Privateers—and Letters No money, and folks like that big-brained
a pipe and walk away. On two legs! Mark
An Abyss Dust Solution of Marque. How does Freeport make boob will have to pick up a weapon instead
my words, one of these days those pets are I’ve been reading a lot of zoat dung money? Privateers—and Letters of of a pen. And if he thinks he’s man
going to pay a visit to their last owner, and lately about how the city needs to help Marque. How do we pay for our food? enough for that, I’d like to see it! In fact, I’ll
it’s not gonna be to say “Thank you.” the unfortunate denizens of Scurvytown Privateers—and Letters of Marque. Who wager 10 gold that I can whip that whelp
recover from their abyss dust addictions. pays the salaries of the teachers of the with one hand tied behind my back!
-Jak Sacs, Merchant District Freeport Institute? Right again.
That just makes me sick. I for one
certainly don’t intend to spend my hard- What do you say to that, Baron? Are ya
No Joy in Libertyville It’s a shame my fellow councilors can’t man enough, ya lily-livered curr? Or are
earned inheritance helping the scum agree on a new Sea Lord, or I’d be out
of Freeport kick their filthy habit. No ya yellow?
Wasn’t Milton’s Folly enough? Looks like there right now, Letter of Marque in hand,
the Captain’s Council was building in one forced them to snort the stuff, did sticking me cutlass in some boyo’s face YARR!
Libertyville again. And now it’s burning. they? Here’s an easy way to deal with the and splattering blood all over the pieces of
Again! If they wanted to throw money into problem: have the Sea Lord’s Guard give eight that allow Baron Leao to write them Captain Xavier Gordon holds the privateer’s seat
a fire, why not light it in Scurvytown? A them a smart smack to the back of the big words. I promise you this: I’ll sit on on the Captain’s Council.
fire there would be an improvement. And head! A few weeks in the Hulks would
when is someone going to put Libertyville do these black oozes on our society some
out? My home smells like smoke, and my good! That’s just the kind of treatment
cats are becoming very upset. they need, and deserve! Good Eats on dreaming Street
-Barberr Louse, Old City -Baum Ghurlish, no address included
A Freeport After dark Special Report, see page 4

206 Black Sails Over Freeport


- Handouts -
Councilor Gordon Sacrifices
The Dogs of War

Handout Five
Impending Resignation!
Handout Two

Unleashed! Xavier Gordon, the privateers’ representative


Barbarian hordes invade Elf land! Hundreds to the Captains’ Council, is extending his
brutally slaughtered! Mainland conflict imminent! term until the next Sea Lord is named. “Any
Ambassadors arrive in Freeport, looking to buy pirate worth his salt would do it,” he drawled.
Letters of Marque and the privateers that will “We need a Sea Lord now, so we can tear the
give them mastery of the seas! plunder away from those mainlander dogs.”

Handout Six
A Paladin in Hell
Admiralty to City:
Handout Three

A Monthe Among the Horse-Rats


“Drop Dead!” Eminent Mind-Flayers
“No Sea Lord, no Letters of Marque,” says Emirikol the Chaotic: A Life
Admiral Rankin. It’s a formality, but Rankin is a A True Hiftorie of the Freeport Pyrates
well-known stickler for details. “The Sea Lord The Cycle of Yarash ??????
has to approve the sale, and there’s no Sea Lord.
Until the Council does its job and names a new
Sea Lord, then the Admiralty will not issue a single

Handout Seven
Letter. So, don’t talk to me; talk to them. No, this
is not on the record,” added the Admiral. CON ALTERATO SI PERMISO
EN FRAEPUERTO
PER FIAT DE CROMEY
Academics Quail at ROI DE MAR
Thought of Bloodshed
Handout Four

Some professors think we should remain at


peace. “It’s simple,” noted Baron Leao, Professor

Handout Eight
of Philosophic Studies at the Freeport Institute.
“Both the elves and barbarians have signed NON PERMISIO
mutual protection agreements with a half-dozen
other nations, the combined naval forces of EN FRAEPUERTO
which rival Freeport’s. If we choose sides, the PER FIAT DE CROMEY
other countries are going to see us as a threat.
And the most efficient way to deal with that ROI DE MAR
perceived threat is to attack Freeport itself.”
Handout Nine

From The Cycle of Yarash


....as the hopeshorn armada heaved upon the waters…
…the dead unmerciful hand of The Full-Fathom Five…
…the gift of the apostate, when hope was lost, which turned the battle…
…the tyrant Yarash vanquished, his wretched Five plunged, his vile Son walled beneath the waves…
…in peace lives large-hearted Carthy now, keeper of the sextant, sheltered by Harrimast and those
who do his will…

Black Sails Over Freeport 207


- Handouts -
Daen’s Sketched Maps

208 Black Sails Over Freeport


- Dramatis Personae -
Ship Crews
Skills and Feats: Appraise +4, Balance +13, Bluff +5, Climb
The Fang’s Crew +10, Disable Device +5, Hide +7, Jump +11, Listen +6, Move
Silently +5, Open Lock +5, Profession (Sailor) +8, Search
Clayton “Red Wolf” Saragosa +5, Sense Motive +5, Sleight of Hand +7, Spot +7, Swim
+6, Tumble +13, Use Rope +10; Dodge, Improved Initiative,
Male Human Barbarian 6; CR 6: Medium Humanoid; HD Weapon Finesse.
6d12+18; hp 69; Init +2 (+4 Dex); Spd 40 ft.; AC 20 (+4 Dex,
+5 +3 leather armor, +1 amulet of natural armor), touch 14, Possessions: 22 gp, 5 sp, short sword, light crossbow, bolts (50),
flat-footed 20; Base Atk +6/+1; Grp +10; Atk +12 melee (1d8+4/ leather armor, fishhook, flask of liquor, belt pouch, waterskin
x3, adamantine battleaxe) or +10 ranged (1d8+4/x3, composite (full), dice.
longbow); Full Atk: +12/+7 melee (1d8+4/x3, adamantine
battleaxe) or +10/+5 melee (1d8+4/x3, adamantine battleaxe) One-Eyed Pete
and +9 melee (1d6+4/19-20/x2, short sword) or +10/+5 ranged
Male Human Evoker 4; CR 4: Medium Humanoid; HD 4d4+8);
(1d8+4/x3, composite longbow) ; SA: Rage (2/day); SQ Fast
hp 19; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC
movement, uncanny dodge, trap sense +2, improved uncanny
16 (+3 Dex, +2 leather armor, +1 ring of protection) touch 14,
dodge; AL NG; SV Fort +8, Ref +6, Will +4; Str 18, Dex 18, Con
flat-footed 13; Base Atk +2; Grp +3; Atk +4 melee (1d6+1/x2,
17, Int 11, Wis 10, Cha 13.
masterwork quarterstaff) or +5 ranged (1d4+1/x2, dart); Full
Skills and Feats: Intimidate +10, Jump +9, Knowledge Atk +4 melee (1d6+1/x2, masterwork quarterstaff) or +5 ranged
(navigation) +4, Profession (sailor) +4, Spot +4, Swim +11; (1d4+1/x2, dart); AL LE; SV Fort +3, Ref +4, Will +4; Str 12, Dex
Iron Will, Power Attack, Two-Weapon Fighting, Weapon Focus 16, Con 15, Int 18, Wis 11, Cha 12.
(battleaxe).
Skills and Feats: Balance +6, Concentration +9, Knowledge
Rage: AC 18; Str 22, Con 21; Bonus to hit/damage +2; hp +12 (arcana) +7, Knowledge (nature) +11, Profession (sailor) +7,
temporary; 8-round duration. Spellcraft +11, Swim +4, Use Rope +6; Combat Casting, Dodge,
Improved Initiative, Scribe Scroll.
Possessions: 125 gp, 15 sp, adamantine battleaxe, short sword,
composite longbow (+4 Str bonus), arrows (50); +3 Leather Wizard Spells Prepared (Wiz 5/5/ 4; DC 14 + spell level: 0—
armor, belt pouch, signet ring, spyglass, bloodstone gem (200 gp), dancing lights, flare, ghost sound, light*, mage hand; 1st— mage
black pearl (324 gp), +1 amulet of natural armor, potion of cure armor, magic missile*, magic missile, obscuring mist, protection
serious wounds (CL5); potion of protection from arrows (CL6). from law; 2nd— flaming sphere*, fog cloud, acid arrow, protection
from arrows. * Specialist spells
Clayton’s Fighter Pirates (3) Spellbook: (prohibited schools: Illusion, Necromancy) 0— acid
Male Human Fighter 3; CR 3: Medium Humanoid; HD 3d10+9; splash, arcane mark, dancing lights, daze, detect magic,
hp 21; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC detect poison, flare, light, mage hand, mending, open/close,
15 (+2 Dex, +3 studded leather armor), touch 12, flat-footed 13; prestidigitation, ray of frost, read magic, resistance; 1— burning
Base Atk +3; Grp +6; Atk +8 melee (1d6+3/18-20, masterwork hands, mage armor, magic missile, obscuring mist, protection
cutlass) or +5 ranged (1d8+3/x3, composite longbow); Full Atk +8 from law, shocking grasp, summon monster I, true strike; 2— acid
melee (1d6+3/18-20, masterwork cutlass) or +5 ranged (1d8+3/x3, arrow, continual flame, fog cloud, gust of wind, protection from
composite longbow); AL LE; SV Fort +6, Ref +3, Will +3; Str 16, arrows.
Dex 14, Con 16, Int 8, Wis 14, Cha 13.
Possessions: 75 gp, 25 sp, masterwork quarterstaff, darts (5),
Skills and Feats: Balance +2, Climb +3, Jump +5, Profession leather armor, scholar’s outfit, backpack, candle, ink (vial), inkpen,
(Sailor) +2, Swim +5; Cleave, Dodge, Improved Initiative, Power belt pouch, spellbook, spell component pouch, onyx gem (123 gp);
Attack, Weapon Focus (cutlass). potion of water breathing (CL5), scroll of lightning bolt (CL5),
ring of protection +1.
Possessions: 25 gp, 5 sp, masterwork cutlass, composite longbow
(+3 Str bonus), arrows (50), studded leather armor, belt pouch, Stumpy Hookhand, First Mate
sack, waterskin (full), whetstone.
Male Dwarf, Hill Rogue 4; CR4: Medium Humanoid; HD 4d6+12;
Clayton’s Rogue Pirates (5) hp 25; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft.; AC 17
(+3 Dex, +4 +2 Leather armor), touch 13, flat-footed 17, Base
Male Human Rogue 4; CR 4: Medium Humanoid; HD 4d6; hp 22; Atk +3; Grp +7; Atk +7 melee (1d8+4/x2, heavy mace) or +7
Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+4 melee (1d4+4/x2, hookhand) or +6 ranged (1d10/19-20/x2, heavy
Dex, +2 leather armor), touch 14, flat-footed 16; Base Atk +3; Grp crossbow); Full Atk +7 melee (1d8+4/x2, heavy mace) or +7
+6; Atk +7 melee (1d6+3/19-20, short sword) or +7 ranged (1d8/ melee (1d4+4/x2, hookhand) or +6 ranged (1d10/19-20/x2, heavy
19-20/x2, light crossbow); Full Atk +7 melee (1d6+3/19-20, short crossbow); SA Sneak attack +2d6; SQ: Darkvision, dwarf traits;
sword) or +7 ranged (1d8/19-20/x2, light crossbow); SA: Sneak SQ Evasion, trap finding, trap sense +1, uncanny dodge AL LE;
attack +2d6; SQ: Evasion, trapfinding, trap sense +1, uncanny SV Fort +4, Ref +7, Will +2; Str 18, Dex 17, Con 16, Int 14, Wis
dodge; AL LE; SV Fort +1, Ref +8, Will +2; Str 17, Dex 18, Con 13, Cha 11.
11, Int 15, Wis 12, Cha 11.

210 Black Sails Over Freeport


- Dramatis Personae -
Skills and Feats: Appraise, Balance +10, Bluff +7, Climb +11, cutlass) or +6 ranged (1d6+3/x2, throwing axe); Full Atk +7 melee
Craft (blacksmithing) +5, Craft (armorsmithing) +5, Hide +4, (1d6+3/18-20/x2, cutlass) or +6 ranged (1d6+3/x2, throwing axe);
Intimidate +9, Listen +6, Profession (sailor) +8, Sense Motive +7, AL LE; SV Fort +5, Ref +4, Will +1; Str 17, Dex 16, Con 15, Int
Spot +8, Swim +5, Tumble +5, Use Rope +8; Improved Initiative, 13, Wis 10, Cha 10.
Improved Unarmed Strike.
Skills and Feats: Climb +9, Jump +9, Profession (sailor) +3, Swim
Possessions: 63 gp, 10 sp, heavy mace, heavy crossbow, bolts +9; Dodge, Improved Bull Rush, Improved Initiative, Power
(50), Hookhand, +2 Leather Armor, hammer, manacles, belt Attack, Weapon Focus (cutlass).
pouch, signal whistle, spyglass, waterskin (full); potion of water
Possessions: 50 gp, 12 sp, cutlass, throwing axe, masterwork
breathing (CL6).
studded leather armor, backpack, fake map case, flask of liquor,
belt pouch, potion of barkskin +5, potion of haste.
The Kraken’s Claw Crew Shantar Froese, First Mate
Captain Morgan Baumann Elf Fighter 4/Rogue 4; CR8: Medium humanoid; HD
Human female Fighter 5/Freeport Pirate 5: CR 10; Medium 4d10+4d6+8; hp 57; Init +3 (+3 Dex); Speed 30 ft; AC 16 (+3
Humanoid; HD 10d10+20; hp 80; Init +7 (+3 Dex, +4 Improved Dex, +3, +3 +1 leather armor), touch 13, flat-footed 16; Base Atk
Initiative); Speed 30 ft; AC 17 (+3 Dex, +2 Cha Reckless Abandon, +7/+2; Grp +10; Atk +11 melee (1d8+3/19-20/x2, masterwork
+2 ring of Protection), touch 17, flat-footed 12; Base Atk +10/+5; longsword) or +11 ranged (1d8+1/x3, +1 longbow); Full Atk +11/
Grp +12; Atk +15 melee (1d6+3/18-20/x2, +1 thirsting cutlass) +6 melee (1d8+3/19-20/x2, masterwork longsword) or +11/+6
or +13 ranged (1d6+2/x2, throwing axe); Full Atk +15/+10 melee ranged (1d8+1/x3, +1 longbow) or +9/+9/+4 ranged (1d8+1/x3,
(1d6+3/18-20/x2, +1 thirsting cutlass) or +13 ranged (1d6+2/x2, +1 longbow, Rapid Shot); SA Sneak attack +2d6; SQ Elf traits,
throwing axe); SA Life is cheap, press gang thwack; SQ Sea legs, evasion, low-light vision, trapfinding, trap sense +1, uncanny
reckless abandon, rope monkey; AL NE; SV Fort +7, Ref +8, Will dodge; AL LE; SV Fort +6, Ref +8, Will +2; Str 17, Dex 16, Con
+2; Str 14, Dex 16, Con 15, Int 12, Wis 10, Cha 14. 12, Int 12, Wis 10, Cha 12.

Skills and Feats: Balance +13, Climb +8, Intimidate +6, Jump Skills and Feats: Balance +6, Climb +10, Escape Artist +7,
+10, Knowledge (nature) +6, Profession (sailor) +9, Spot +5, Intimidate +7, Jump +8, Listen +4, Move Silently +7, Search
Swim +8, Tumble +10, Use Rope +8; Cleave, Dodge, Weapon +12], Spot +5, Swim +6, Use Magic Device +8, Use Rope +8;
Focus (cutlass), Superior Weapon Focus (cutlass), Improved Blind-Fight, Dodge, Point Blank Shot, Precise Shot, Power Attack,
Initiative, Great Cleave, Power Attack, Improved Critical. Rapid Shot.

Possessions: 150 gp, 40 sp, +1 thirsting cutlass, throwing axe, Possessions: 100 gp, 50 sp, masterwork longsword, +1 longbow,
flask of liquor, whetstone, fine diamond gem (500 gp), belt pouch, +1 leather armor; backpack, bottle of wine, wine glass, fishhook,
ring of protection +2, potion of cure moderate wounds (CL7), flask of liquor, sack, whetstone, fine ruby gem (250 gp); wand of
teleportation gem. web (27 charges) (CL 7).

Teleportation Gem: Moderate conjuration; CL 13th; Create


Wondrous Item; greater teleport; 99,000 gp; Weight 1lb. This
gem may be activated as a free action by mental command from
The Crew of the Sea Lion
the user with no verbal or somatic components required. Once Captain Galadon
activated, the user may teleport three times per day as per the
greater teleport spell. Male Half-Elf Rogue 7; CR 7: Medium Humanoid; HD 7d6; hp
36; Init +8 (+4 Dex, +4 Improved Initiative) Spd 30 ft.; AC 18 (4
Dex, +4 +2 leather armor), touch 14, flat-footed 18; Base Atk +5;
Sea Dogs (12) Grp +8; Atk +8 melee (1d6+3/18-20/x2, cutlass) or +9 (1d6+3/x3,
Male Human Fighter 3; CR 3; Medium Humanoid; HD 3d10+6; composite shortbow); Full Atk +8 melee (1d6+318-20/x2, cutlass)
hp 28; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC or +9 (1d6+3/x3, composite shortbow); SA: Sneak attack +4d6;
15 (+3 Dex, +2 leather armor), touch 13, flat-footed 12; Base Atk SQ: Half-elf traits, evasion, trapfinding, trap sense +2, uncanny
+3; Grp +6, Atk +7 melee (1d6+3/18-20/x2), cutlass); Full Atk dodge; AL CG; SV Fort +2, Ref +9, Will +2; Str 16, Dex 18, Con
+7 melee (1d6+3/18-20/x2), cutlass); AL NE; SV Fort +5, Ref +4, 10, Int 16, Wis 11, Cha 13.
Will +2; Str 17, Dex 16, Con 15, Int 10, Wis 13, Cha 10.
Skills and Feats: Balance +14, Bluff +11, Climb +13, Diplomacy
Skills and Feats: Climb +9, Jump +9, Profession (sailor) +2.5, +14, Gather Information +13, Hide +9, Intimidate +11, Jump +9;
Swim +6; Dodge, Improved Initiative, Mobility, Power Attack, Knowledge (navigation) +8, Listen +6, Profession (Sailor) +11,
Weapon Focus (cutlass). Search +6, Sense Motive +9, Spot +12, Swim +5, Tumble +6,
Use Rope +6; Improved Initiative, Leadership, Martial Weapon
Possessions: 23 gp, 18 sp, 27 cp, cutlass, leather armor, fishhook,
Proficiency (cutlass), Power Attack.
belt pouch, flask of liquor.
Possessions: 500 gp (in the locked chest in his quarters), 35 gp, 25
Sea Dogs (2, Froese’s Guards) sp, composite shortbow (+3 Str bonus), cutlass, arrows (50), +2
leather armor, scroll case, key to chest, inkpen, ink (vial), colored,
Male Human Fighter 3; CR 3: Medium Humanoid; HD 3d10+6; paper, spyglass, explorer’s outfit, belt pouch, potion of cure
hp 28; Init +7 (+3 base, +4 Improved Initiative); Spd 30 ft.; AC
moderate wounds (CL5); potion of fly (CL5).
16 (+3 Dex, +3 studded leather armor), touch 13, flat-footed 13;
Base Atk +3 base melee; Grp +6; Atk +7 melee (1d6+3/18-20/x2,

Black Sails Over Freeport 211


- Dramatis Personae -
Johan, First Mate person, cure light wounds, hypnotism, sleep; 2nd—hold person,
mirror image, whispering wind.
Male Human Bard 5; CR 5: Medium Humanoid; HD 5d6+5; hp 23;
Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex. +3 studded leather Possessions: 76 gp, 19 sp, cutlass, light crossbow, bolts (50),
armor, ring of protection +1), touch 14, flat-footed 14; Base Atk masterwork studded leather armor, backpack, bottle of wine, glass,
+3; Grp +5; Atk +5 melee (1d6+218-20/x2, cutlass) or +6 ranged flask of fine brandy, flute, small steel mirror, belt pouch, signal
(1d8/19-20/x2, light crossbow); Full Atk +5 melee (1d6+218-20/x2, whistle, potion of swimming, ring of protection +1.
cutlass) or +6 ranged (1d8/19-20/x2, light crossbow); SQ: Bardic
knowledge, bardic music, countersong, fascinate, inspire courage Warrior Crewmen (6)
+1, inspire competence; AL CG; SV Fort +2, Ref +7, Will +5; Str Male Human Warrior 4; CR 3: Medium Humanoid; HD 4d8+8;
14, Dex 16, Con 13, Int 13, Wis 12, Cha 16. hp 27; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC
Skills and Feats: Balance +6, Bluff +11, Climb +3, Diplomacy 15 (+3 Dex, +2 leather armor), touch 13, flat-footed 12; Base Atk
+12, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, +4; Grp +7; Atk +8 melee (1d6+3/x2, light mace) or +7 ranged
Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (1d6+3/x2, javelin); Full Atk +8 melee (1d6+3/x2, light mace) or
(navigation) +5, Listen +3, Perform (wind instruments) +11, +7 ranged (1d6+3/x2, javelin); AL CG; SV Fort +6, Ref +4, Will
Profession (sailor) +5, Sense Motive +6, Spellcraft +3, Swim +5, +1; Str 17, Dex 16, Con 15, Int 10, Wis 9, Cha 9.
Use Magic Device +5; Combat Casting, Dodge, Martial Weapon Skills and Feats: Balance +4, Climb +5, Intimidate +4, Profession
Proficiency (cutlass). (sailor) +2, Swim +6, Use Rope +5; Dodge, Improved Initiative,
Bard Spells Per Day (Brd 3/3/1; DC 13 + spell level) Weapon Focus (light mace).

Bard Spells Known (Brd 6/4/3): 0—dancing lights, daze, detect Possessions: 10 gp, 15 cp, light mace, javelin, leather armor, flask
magic, flare, ghost sound, mage hand, mending; 1st— charm of liquor, belt pouch, explorer’s outfit.

Act I: Red Skies at Morning


Alchemists Assassin Vine
Male Gnome, Expert 4 (geologist); CR 3: Small Humanoid; HD CR 3: Large Plant; HD 4d8+12; hp 30; Init +0; Spd 5 ft.; AC 15
4d6+8; hp 21; Init +6 (+2 Dex. +4 Improved Initiative); Spd 20 ft.; (-1 size, +6 natural), touch 9, flat-footed 15; Base Atk +3; Grp
AC 13 (+2 Dex, +1 size), touch AC 13, flat-footed 11; Base Atk +12; Atk +7 melee (1d6+7, Slam); Full Atk +7 melee (1d6+7,
+3; Grp -1; Atk +4 melee (1d3/19-20/x2, dagger) or ranged +6 slam), Space/Reach: 10 ft./10 ft.; SA: Constrict 1d6+7, entangle,
(1d6, alchemist’s fire); Full Atk +4 melee (1d3/19-20/x2, dagger) improved grab; SQ: Blindsight 30 ft., camouflage, immunity to
or ranged +6 (1d6, alchemist’s fire) SA Spell-like abilities; SQ: electricity, low-light vision, plant traits, resistance to cold and fire
Low-light vision, gnome traits; AL NG; SV Fort +3, Ref +3, Will 10; AL N; SV Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16,
+6; Str 11, Dex 15, Con 15, Int 17, Wis 15, Cha 12. Int --, Wis 13, Cha 9.
Skills and Feats: Appraise +5, Craft (Alchemy) +12, Craft
(gemcutting) +8, Forgery +5, Gather Information +7, Hide +10,
Billy Bones (See William “Billy Bones”
Knowledge (arcana) +10, Knowledge (geology) +10, Knowledge Crimshavy)
(local) +10, Knowledge (mathematics) +10, Knowledge (nature)
+10, Listen +6, Search +6; Dodge, Improved Initiative. Blaine Henry
Possessions: 10 gp, 5 sp, alchemist’s fire; dagger, artisan’s outfit, Male Human Expert 8; CR 7: Medium Humanoid; HD 8d6+8; hp
alchemist’s lab (in the drug den), golden pearl 100 gp, belt pouch, 43; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk
flask, tindertwig (2). +6; Grp +4; Atk +4 melee (1d4-2/19-20/x2, dagger); Full Atk +4
melee (1d4-2/19-20/x2, dagger); AL N; SV Fort +3, Ref +2, Will
Angry Crowd Guy +10]; Str 6, Dex 11, Con 12, Int 18, Wis 15, Cha 11.
Male Human Commoner 4; CR 3; Medium Humanoid; HD 4d4; Skills and Feats: Appraise +10, Craft (bookbinding) +17, Craft
hp 14; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC (calligraphy) +15, Decipher Script +10, Forgery +10, Gather
12 (+1 Dex, +1 padded armor), touch 11, flat-footed 11; Base Atk Information +11, Knowledge (arcana) +10, Knowledge (arcana)
+2; Grp +4; Atk +4 melee; (1d4+2/19-20/x2, dagger or +4 melee +7, Knowledge (cartography) +5, Knowledge (geography) +5,
(1d6+2/x2, sap); Full Atk +4 melee; (1d4+2/19-20/x2, dagger or Knowledge (history) +7, Knowledge (literature) +6, Knowledge
+4 melee (1d6+2/x2, sap); AL N; SV Fort +1, Ref +2, Will +0; Str (local) +8, Knowledge (nature) +5, Knowledge (navigation) +17,
14, Dex 12, Con 11, Int 10, Wis 9, Cha 10. Profession (cartographer) +13, Profession (sailor) +13, Profession
(scribe) +13, Sense Motive +9; Iron Will, Run, Skill Focus [Craft
Skills and Feats: Intimidate +7, Profession (sailor) +9, Spot +2, (bookbinding)], Skill Focus [Knowledge (navigation)].
Swim +7; Improved Initiative, Martial Weapon Proficiency (sap),
Simple Weapon Proficiency. [3 feats: +2 base, +1 human bonus] Possessions: 100 gp, 25 sp, 20 cp, dagger, scholar’s outfit,
calligrapher’s tools, magnifying glass, bookbinder’s tools, candle,
Possessions: 5 gp, 10 cp, dagger, sap, padded armor, belt pouch, flask, ink (vial), pen, lamp, paper, parchment, belt pouch, signet
waterskin (full), peasant’s outfit. ring, eyeglasses.

212 Black Sails Over Freeport


- Dramatis Personae -
Captain Morgan Baumann Cultist of Yarash
Human female Fighter 5/Freeport Pirate 5: CR 10; Medium Male Human Cleric 5; CR 5: Medium Humanoid; HD 5d8+5;
Humanoid; HD 10d10+20; hp 80; Init +7 (+3 Dex, +4 Improved hp 28; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC
Initiative); Speed 30 ft; AC 17 (+3 Dex, +2 Cha Reckless 16 (+4 Dex, +2 leather armor), touch 14, flat-footed 12; Base
Abandon, +2 ring of Protection), touch 17, flat-footed 12; Base Atk +3; Grp +6; Atk +7 melee (1d4+4/19-20/x2, +1 dagger of
Atk +10/+5; Grp +12; Atk +15 melee (1d6+3/18-20/x2, +1 Venom) or +7 melee (1d6+3/18-20/x2, masterwork cutlass); Full
thirsting cutlass) or +13 ranged (1d6+2/x2, throwing axe); Full Atk +7 melee (1d4+4/19-20/x2, +1 dagger of Venom) or +7 melee
Atk +15/+10 melee (1d6+3/18-20/x2, +1 thirsting cutlass) or +13 (1d6+3/18-20/x2, masterwork cutlass); AL CE; SV Fort +5, Ref
ranged (1d6+2/x2, throwing axe); SA Life is cheap, press gang +5, Will +7; Str 16, Dex 18, Con 13, Int 11, Wis 16, Cha 13.
thwack; SQ Sea legs, reckless abandon, rope monkey; AL NE; SV
Skills and Feats: Bluff +3, Diplomacy +6, Knowledge (arcana)
Fort +7, Ref +8, Will +2; Str 14, Dex 16, Con 15, Int 12, Wis 10,
+6, Move Silently +6, Spellcraft +3, Spot +4; Combat Reflexes,
Cha 14.
Improved Initiative, Martial Weapon Proficiency (cutlass).
Skills and Feats: Balance +13, Climb +8, Intimidate +6, Jump
Cleric Spells Prepared (5/4+1/3+1/2+1; DC 13 + spell level;
+10, Knowledge (nature) +6, Profession (sailor) +9, Spot +5,
Domains: Destruction and Evil): 0—detect magic, inflict minor
Swim +8, Tumble +10, Use Rope +8; Cleave, Dodge, Weapon
wounds (2), mending, read magic; 1st—doom, inflict light wounds,
Focus (cutlass), Superior Weapon Focus (cutlass), Improved
magic weapon, protection from good*, shield of faith; 2nd—bulls’
Initiative, Great Cleave, Power Attack, Improved Critical.
strength, desecrate, hold person, shatter*; 3rd—contagion*, dispel
Possessions: 150 gp, 40 sp, +1 thirsting cutlass, throwing axe, magic, inflict serious wounds.
flask of liquor, whetstone, fine diamond gem (500 gp), belt pouch,
Possessions: 25 gp, 10 sp, masterwork cutlass, +1 dagger of
ring of protection +2, potion of cure moderate wounds (CL7),
venom, masterwork leather armor, backpack, sack, flask of liquor,
teleportation gem.
belt pouch, cleric vestments.
Teleportation Gem: Moderate conjuration; CL 13th; Create
Wondrous Item; greater teleport; 99,000 gp; Weight 1lb. This Drak Sockit
gem may be activated as a free action by mental command from
the user with no verbal or somatic components required. Once Male Half-Orc Rogue 7; CR 7: Medium Humanoid; HD 7d6+7; hp
activated, the user may teleport three times per day as per the 39; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +4 +1 studded
greater teleport spell. leather armor), touch 13, flat-footed 17; Base Atk +5; Grp +7;
Atk +8 (1d12+4/x3, +1 greataxe); Full Atk +8 (1d12+4/x3, +1
greataxe); SA Sneak attack +4d6; SQ Darkvision 60 ft., evasion,
Chatty Matty half-orc traits, trapfinding, trap sense +2, uncanny dodge; AL LE;
Male Human Rogue 3; CR 3; Medium Humanoid; HD 3d6+3; hp SV Fort +3, Ref +8, Will +2; Str 14, Dex 16, Con 13, Int 12, Wis
16; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 10, Cha 16.
(+3 Dex), touch 13, flat-footed 10; Base Atk +2; Grp +2; Atk +2
Skills and Feats: Appraise +9, Bluff +14, Disable Device +7,
melee (1d3/19-20/x2, shiv); AL CE; SA: Sneak attack +2d6; SQ:
Gather Information +13, Intimidate +4, Listen +5, Move Silently
Evasion, trapfinding, trap sense +1; SV Fort +2, Ref +6, Will -1;
+10, Open Lock +9, Perform (wind instruments) +11, Search +11,
Str 11, Dex 16, Con 12, Int 5, Wis 7, Cha 7.
Sense Motive +10, Spot +4, Tumble +7,Use Magic Device +5;
Skills and Feats: Balance +11, Climb +2, Escape Artist +9, Jump Drac Bloodline, Gullet, Martial Weapon Proficiency (greataxe).
+6, Hide +9, Listen +1, Spot +1, Tumble +6; Alertness, Improved
Possessions: 100 gp; +1 greataxe; +1 studded leather armor;
Initiative, Improved Unarmed Strike.
backpack, sack, waterskin (full), belt pouch, periapt of wound
Possessions: Torn Clothing, shiv (improvised small dagger). closure; potion of cure serious wounds (5) (CL5); horn of blasting,
magical sextant of the Full-Fathom Five.
Cleric of Harrimast
Male Human Cleric 3; CR 3: Medium Humanoid; HD 3d8+3; hp
Drake
19; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 Male Human Rogue 5; CR 5: Medium Humanoid; HD 5d6+5;
(+1 Dex, +6 captain’s coat), touch 11, flat-footed 16; Base Atk +2; hp 25; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC
Grp +4; Atk +4 melee (1d6+2/18-20/x2, cutlass; Full Atk +4 melee 15 (+3 Dex, +2 leather armor); touch 13, flat-footed 15; Base Atk
(1d6+2/18-20/x2, cutlass; AL CN; SV Fort +4, Ref +2, Will +4; +3; Grp +5; Atk +6 melee (1d6+3/x2, masterwork quarterstaff);
Str 15, Dex 12, Con 13, Int 11, Wis 13, Cha 13. Full Atk +6 melee (1d6+3/x2, masterwork quarterstaff); AL NE;
SV Fort +2, Ref +7, Will +2; SA Sneak attack +3d6; SQ Evasion,
Skills and Feats: Concentration +3, Diplomacy +7, Knowledge
trapfinding, trap sense +1, uncanny dodge; Str 15, Dex 17, Con 12,
(arcana) +2, Knowledge (religion) +2, Listen +4 , Spot +4, Swim
Int 15, Wis 13, Cha 12.
+13; Alertness, Improved Initiative, Martial Weapon Proficiency
(cutlass). Skills and Feats: Balance +11, Bluff +9, Diplomacy +13, Escape
Artist +11, Forgery +10, Intimidate +11, Listen +12, Profession
Cleric Spells Prepared (4/4+1/2+1; DC 11+ spell level;
(sailor) +9, Sense Motive +9, Swim +10, Use Rope +11; Blind-
Domains: Water and Travel): 0—cure minor wounds (4); 1st—
Fight, Improved Initiative, Skill Focus (Listen).
bless, cure light wounds (2), longstrider (d); 2nd—bull’s strength,
fog cloud (d). Special note: Drake’s blindness has honed his sense of hearing,
so he does not lose his dexterity bonus to armor class in combat,
Possessions: cutlass, captain’s coat, gold earring, 100 gp.

Black Sails Over Freeport 213


- Dramatis Personae -
nor do his opponents get a +2 to hit him as long as he can hear. All Kas
other penalties as per the blindness spell apply.
Male Human Rogue 4; CR 4: Medium Humanoid; HD 4d6+8; hp
Possessions: 78 gp, 12 sp, masterwork quarterstaff, leather armor, 19; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16
belt pouch (2), waterskin (full), coral gem (75 gp), jet gem (100 (+3 Dex, +3 studded leather armor); touch 13, flat-footed 16; Base
gp), potion of cure moderate wounds (CL6). Atk +3; Grp +5; Atk +5 melee (1d6+2/19-20/x2, short sword) or
+6 ranged (1d10/19-20/x2, heavy crossbow); Full Atk +5 melee
Ezekiel Carthy (1d6+2/19-20/x2, short sword) or +6 ranged (1d10/19-20/x2,
Male Human Fighter 12; CR 12: Medium Humanoid; HD heavy crossbow); AL CE; SV Fort +3, Ref +7, Will +2; SA Sneak
12d10+24; hp 90; Init +5 (+1 Dex, +4 Improved Initiative); Spd attack +2d6; SQ: Evasion, trapfinding, trap sense +1, uncanny
30 ft.; AC 18 (+1 Dex, +2 leather armor, +5 ring of protection), dodge; Str 14, Dex 16, Con 14, Int 15, Wis 12, Cha 9.
touch 16, flat-footed 15; Base +12; Grp +16; Atk +19 melee Skills and Feats: Bluff +7, Diplomacy +10, Disable Device +7,
(1d6+9/18-20/x2, +1 cutlass); Full Atk +19/+14/+9 (1d6+9/18-20/ Forgery +9, Gather Information +4, Hide +6, Intimidate +8, Listen
x2, +1 cutlass); AL LN; SV Fort +10, Ref +5, Will +7; Str 18, Dex +10, Move Silently +5, Open Lock +4, Search +6, Sense Motive
13, Con 14, Int 10, Wis 12, Cha 8. +8, Sleight of Hand +11, Spot +9, Use Rope +10; Alertness,
Skills and Feats: Bluff +3, Climb +9, Craft (shipmaking) +8, Dodge, Improved Initiative.
Intimidate +10, Jump +9, Swim +11; Cleave, Dodge, Great Possessions: 22 gp, 15 sp, short sword, heavy crossbow, bolts
Cleave, Greater Weapon Focus (cutlass), Greater Weapon (50), studded leather armor, thieves’ tools, backpack, belt pouch,
Specialization (cutlass), Improved Initiative, Iron Will, Leadership, hemp rope (50’), waterskin (full), bedroll, sack, onyx gem (100
Mobility, Power Attack, Spring Attack, Weapon Focus (cutlass), gp), potion of cure light wounds (CL6).
Weapon Specialization (cutlass).
Possessions: 600 gp; +1 cutlass, leather armor, noble’s outfit, belt Krysos Boz
pouch, flask of fine brandy, ring of protection +5, amulet of proof Male Human Rogue 7; CR 7: Medium Humanoid; HD 7d6+7; hp
against detection and location. 39; Init +3 (-1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 9 (-1
Dex), touch 9, flat-footed 9; Base Atk +5; Grp +6; Atk +6 melee
Exotic Bird (1d3+1/x2, whip); Full Atk +6 melee (1d3+1/x2, whip); AL NE;
CR 1/4; Tiny Animal; HD 1/2d8; hp 2; Init +3 [+3 Dex]; Spd 10 SA Sneak attack +4d6; SQ Evasion, trapfinding, trap sense +2,
ft., Fly 40 ft. (average); AC 15 (+3 Dex. +2 size), touch 15, flat- uncanny dodge; SV Fort +3, Ref +4, Will +3; Str 12, Dex 8, Con
footed 12; Base Atk +0; Grp -10; Atk +3 melee (1d3-2, claws); 13, Int 16, Wis 13, Cha 12.
Full Atk +3 melee (1d3-2, claws); AL N; SV Fort +2, Ref +4, Will Skills and Feats: Appraise +12, Bluff +11, Concentration +6,
+2; Str 6, Dex 16, Con 10, Int 2, Wis 14, Cha 6. Craft (bookbinding) +10, Decipher Script +7, Disable Device
Skills and Feats: Hide +15, Spot +9; Weapon Finesse. +10, Gather Information +11, Intimidate +13, Listen +13, Search
+11, Sense Motive +11, Sleight of Hand +11, Spot +13, Use
Flint Quickfoot Magic Device +6; Alertness, Exotic Weapon Proficiency (whip),
Improved Initiative, Leadership.
Male Gnome Expert (cartographer) 5; CR 4 Small Humanoid; HD
5d6+5; hp 25; Init +2 (+2 Dex); Spd 20 ft.; AC 13 (+1 size bonus, Possessions: Torn clothing, whip.
+2 Dex), touch 13, flat-footed 11; Base Atk +3; Grp -2; Atk +4
melee (1d2-1, fist); Full Atk +4 melee (1d2-1, fist); SA Spell-like Life Leech
abilities; SQ Gnome traits, low-light vision; AL CG; SV Fort +2, Medium Aberration (Evil); HD 6d8+14; hp 45; Init +4 (+4 Dex);
Ref +3, Will +6; Str 8, Dex 15, Con 13, Int 16, Wis 15, Cha 11. Spd fly 50 ft. (good); AC 18 (+4 Dex, +4 deflection), touch 18,
Skills and Feats: Bluff +5, Craft (alchemy) +7, Craft flat-footed 14; Base Atk +6; Grp +9; Atk +9 (1d6+3, wings); Full
(bookbinding) +9, Craft (calligraphy) +9, Decipher Script +11, Atk +9 melee (1d6+3, wings) and +4 melee (1d10+1, bite); SA
Forgery +4, Gather Information +8, Hide +10, Knowledge Constitution drain; SQ: Blindsight; AL NE; SV Fort +4, Ref +6,
(arcana) +11, Listen +5, Profession (calligrapher) +10, Profession Will +5; Str 16, Dex 18, Con 15, Int 10, Wis 10, Cha--
(cartographer) +10, Profession (scribe) +10, Sense Motive +6; Skills and Feats: Hide +14, Listen +12, Spot +12; Alertness,
Dodge, Run. Improved Grab, Wingover.
Possessions: 78 gp, 8 sp, 7 cp, scholar’s outfit, backpack, map case,
flask, ink vial, inkpen, parchment, paper, belt pouch, sealing wax. “Limes” Hammer
Male Human Rogue 5; CR 5: Medium Humanoid; HD 5d6+5; hp
Gray Ooze 26; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13
CR 4; Medium Ooze; HD 3d10 + 15 (Ooze); hp 31; Init -5; Spd (+3 Dex), touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk+4
10 ft. (2 squares); AC 5 (-5 Dex) touch 5, flat-footed 5; Base Atk (1d3+1/19-20/x2, shiv); Full Atk+4 (1d4+1/19-20/x2, shiv); AL
+2; Grp +3; Atk +3 melee (1d6+1 plus 1d6 acid, slam); Full Atk NE; SA Sneak attack +3d6; SQ Evasion, trapfinding, trap sense
+3 melee (1d6+1 plus 1d6 acid, slam); Space/Reach: 5 ft./5 ft.; SA +1, uncanny dodge; SV Fort +2, Ref +7, Will +1; Str 12, Dex 16,
Acid, constrict 1d6+1 plus 1d6 acid, improved grab; SQ Blindsight Con 13, Int 12, Wis 10, Cha 14.
60 ft.; immunity to cold and fire, ooze traits, transparent; AL N; Skills and Feats: Appraise +7, Bluff +10, Diplomacy +12, Disable
SV Fort +6, Ref -4, Will -4; Str 12, Dex 1, Con 21, Int --, Wis 1, Device +6, Gather Information +10, Hide +11, Intimidate +9,
Cha 1.

214 Black Sails Over Freeport


- Dramatis Personae -
Jump +3, Listen +10, Move Silently +11, Open Lock +8, Sense Peg-Leg Peligro
Motive +5, Spot +6; Alertness, Dodge, Improved Initiative.
Male Human Cleric of Harrimast 12; CR 12; Medium Humanoid;
Possessions: Torn clothing, shiv (improvised small dagger). HD 12d8+12; hp 78; Init +6 (+2 Dex, +4 Improved Initiative); Spd
30 ft.; AC 18 (+2 Dex, +6 captain’s coat), touch 12, flat-footed
Lucien Buche 16; Base Atk +9; Grp +13; Atk +16 melee (1d10+8/x3, whaler’s
Male Human Expert (scholar) 6; CR 5; Medium Humanoid; HD greatlance); Full Atk +16/+11 melee (1d10+8/x3, whaler’s
6d6+12; hp 33; Init +3 (+3 Dex); Spd 30 ft.; AC 9 (-1 Dex), touch greatlance; AL CN; SV Fort +9, Ref +6, Will +11; Str 18, Dex 14,
9, flat-footed 9; Base+4; Grp +4; Atk +4 melee (1d4/19-20/x2, Con 12, Int 11, Wis 16, Cha 17.
dagger); Full Atk +4 melee (1d4/19-20/x2, dagger); AL CG; SV Fort Skills and Feats: Bluff +5, Concentration +9, Diplomacy +12,
+4, Ref +2, Will +7; Str 11, Dex 9, Con 14, Int 17, Wis 14, Cha 10. Heal +4, Knowledge (arcana) +8, Knowledge (religion) +9, Listen
Skills and Feats: Craft (bookbinding) +12, Craft (calligraphy) +12, +7, Spot +7, Use Rope +3; Alertness, Combat Casting, Improved
Decipher Script +5, Gather Information +7, Knowledge (arcana) Initiative, Leadership, Martial Weapon Proficiency (greatlance),
+7, Knowledge (cartography) +12, Knowledge (geography) +10, Weapon Focus (greatlance).
Knowledge (history) +10, Knowledge (local) +9, Knowledge Cleric Spells Prepared (6/ 6+1/ 5+1/ 5+1//3+1/3+1/2+1; DC 13 +
(navigation) +10, Knowledge (nature) +13, Knowledge (religion) spell level; Domains: Travel and Water); 0—cure minor wounds
+4, Profession (astrologer) +4, Profession (calligrapher), (3), detect magic (3); 1st—bless, cure light wounds (5), obscuring
Profession (cartographer) +5, Profession (sailor) +3, Profession mist*; 2nd—bear’s endurance, fog cloud*, hold person, lesser
(scribe) +11, Search +5; Improved Initiative, Run, Skill Focus: restoration (2), remove paralysis; 3rd—cure serious wounds (2),
Knowledge (cartography), Skill Focus [Knowledge (nature)]. dispel magic, fly*, remove blindness/deafness, remove curse;
Possessions: 100 gp, 25 sp, dagger, scholar’s outfit, bookbinder’s 4th—divine power, cure critical wounds, restoration, dimension
tools, calligrapher’s tools, magnifying glass, ink (vial), parchment, door*; 5th—mass cure Light wounds, flame strike, hallow, ice
sealing wax, belt pouch, inkpen, candle. storm*; 6th—mass cure moderate wounds, heal, find the path*.
*Indicates domain spell
Orc Laborer Possessions: 500 gp; whaler’s greatlance (+2 greatlance of
Male Orc Commoner 3; CR 2; Medium Humanoid; HD 3d4+9; hp wounding), gold earring, flask of liquor, belt pouch, captain’s
14; Init +1 (+1 Dex); Spd 30 ft.; AC 11, touch 11, flat-footed 10; clomper, captain’s coat.
Base Atk +1; Grp +4; Atk +4 melee (1d6+3/x2, club) or +0 melee
(1d4+3/x2, light hammer; or +0 melee (1d4+3/x4, light pick) or Rebecca
+4 melee (1d3+3, unarmed strike); Full Atk +4 melee (1d6+3/x2, Female Human Fighter 6; CR 6; Medium Humanoid; HD
club) or +0 melee (1d4+3/x2, light hammer; or +0 melee (1d4+3/ 6d10+12; hp 45; Init +7 (+3 Dex, +4 Improved Initiative); Spd
x4, light pick) or +4 melee (1d3+3, unarmed strike); SQ Light 20 ft.; AC 18 (+3 Dex, +5 adamantine breastplate), touch 13, flat-
sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str footed 15; Base Atk +6; Grp +9; Atk +11 melee (2d6+6/19-20/x2,
17, Dex 13, Con 16, Int 10, Wis 10, Cha 9. masterwork greatsword; Full Atk +11/+6 melee (2d6+6/19-20/x2,
Skills and Feats: Jump +4, Profession (laborer) +6, Spot +2, Use masterwork greatsword); SQ Damage reduction 2 / - adamantine
Rope +4; Dodge, Simple Weapon Proficiency. breastplate; AL N; SV Fort +7, Ref +5, Will +3; Str 17, Dex 17,
Con 15, Int 13, Wis 13, Cha 14.
Possessions: 5 gp, 1 sp, club, light hammer, light pick, coarse
tunic, leather breeches, belt pouch, bedroll, clay mug. Skills and Feats: Climb +9, Intimidate +11, Jump +9, Spot +3,
Swim +2; Dodge, Expertise, Improved Initiative, Mobility, Spring
Osyluth (Bone Devil) Attack, Weapon Focus (greatsword), Weapon Specialization
(greatsword), Whirlwind Attack.
CR 9; Large Outsider (Evil, Extraplanar, Lawful); HD 10d8+50; hp
95; Init +9; Spd 40 ft.; AC 25 (-1 size, +5 Dex, +11 natural), touch Possessions: 47 gp, 35 sp; masterwork greatsword, adamantine
14, flat-footed 20; Base Atk +10; Grp +19; Atk +14 melee (1d8+5, breastplate, belt pouch, manacles, backpack, trail rations, potion of
bite); Full Atk +14 melee (1d8+5, bite) and +12 melee (1d4+2, heroism (CL7).
claws) and +12 melee (3d4+2 plus poison, sting); Space/Reach: 10
ft./10 ft.; SA Spell-like abilities, fear aura, poison, summon devil; Sea Dogs
SQ Damage reduction 10/good, darkvision 60 ft., immunity to fire Male Human Fighter 3; CR 3; Medium Humanoid; HD 3d10+6;
and poison, resistance to acid and cold 10, see in darkness, spell hp 28; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC
resistance 21, telepathy 100 ft.; AL LE; SV Fort +12, Ref +12, Will 15 (+3 Dex, +2 leather armor), touch 13, flat-footed 12; Base Atk
+11; STR 21, DEX 21, CON 21, INT 14, WIS 14, CHA 14. +3; Grp +6, Atk +7 melee (1d6+3/18-20/x2), cutlass); AL NE; SV
Skills and Feats: Bluff +15, Concentration +18, Diplomacy +6, Fort +5, Ref +4, Will +2; Str 17, Dex 16, Con 15, Int 10, Wis 13,
Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge Cha 10.
(arcana) +15, Listen +17, Move Silently +18, Search +15, Skills and Feats: Climb +9, Jump +9, Profession (sailor) +2.5,
Sense Motive +15, Spot +17, Survival +2 (+4 following tracks); Swim +6; Dodge, Improved Initiative, Mobility, Power Attack,
Alertness, Improved Initiative, Iron Will, Multiattack; Weapon Focus (cutlass).
Spell-like abilities: At will—greater teleport (self plus 50 pounds of Possessions: 23 gp, 18 sp, 27 cp, cutlass, leather armor, fishhook,
objects only), dimensional anchor, fly, invisibility (self only), major image belt pouch, flask of liquor.
(DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.

Black Sails Over Freeport 215


- Dramatis Personae -
Possessions: 10 sp, greataxe, masterwork leather armor, backpack,
Sea Lord’s Guardsman bedroll, flask of liquor, sack.
Male Human Warrior 1; CR ½; Medium Humanoid; HD 1d8+1;
hp 5; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 Dex, +4 chain Stevedore
shirt), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3
melee (1d8+1/x2, heavy mace) or +2 ranged (1d8/19-20/x2, light Male Human Commoner 3; CR 2; Medium Humanoid; HD 3d4+6;
crossbow); Full Atk +3 melee (1d8+1/x2, heavy mace) or +2 hp 15; Init +2 (+2 Dex); Spd 30 ft; AC 12 (+2 Dex), touch 12, flat-
ranged (1d8/19-20/x2, light crossbow); AL LG; SV Fort +3, Ref footed 10; Base Atk +1; Grp +4; Atk +4 melee (1d6+3/x2, club) or
+1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 10. +4 (1d4+3/19-20/x2, dagger or +0 melee (1d4+3/x2, light hammer)
or +4 melee (1d3+3, unarmed); Full Atk +4 melee (1d6+3/x2,
Skills and Feats: Intimidate +2, Listen +3, Search +0, Spot +3; club) or +4 (1d4+3/19-20/x2, dagger or +0 melee (1d4+3/x2, light
Alertness, Weapon Focus (heavy mace). hammer) or +4 melee (1d3+3, unarmed); AL N; SV Fort +3, Ref +3,
Will +2; Str 16, Dex15, Con 15, Int 10, Wis 12, Cha 10.
Possessions: 2 gp, smash stick (heavy mace), light crossbow, bolts
(50), chain shirt, belt pouch. Skills and Feats: Climb +9, Profession (stevedore) +7, Use Rope
+8; Dodge, Endurance, Simple Weapon Proficiency.
Shantar Froese, First Mate Possessions: 5 gp, 3 sp, club, dagger, light hammer, dockworker’s
Elf Fighter 4/Rogue 4; CR8: Medium humanoid; HD 4d10+4d6+8; outfit, flask, belt pouch.
hp 57; Init +3 (+3 Dex); Speed 30 ft; AC 16 (+3 Dex, +3, +3 +1
leather armor), touch 13, flat-footed 16; Base Atk +7/+2; Grp +10; Typical Drug Fiend
Atk +11 melee (1d8+3/19-20/x2, masterwork longsword) or +11
ranged (1d8+1/x3, +1 longbow); Full Atk +11/+6 melee (1d8+3/ Male Human Commoner 1; CR 1/2: Medium Humanoid; HD
19-20/x2, masterwork longsword) or +11/+6 ranged (1d8+1/x3, 1d4+2; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex), touch
+1 longbow) or +9/+9/+4 ranged (1d8+1/x3, +1 longbow, Rapid 12, flat-footed 10; Base Atk +0; Grp +1; Atk +2 (1d3+1, unarmed);
Shot); SA Sneak attack +2d6; SQ Elf traits, evasion, low-light vision, Full Atk +2 (1d3+1, unarmed); AL N; SV Fort +1, Ref +2, Will -1;
trapfinding, trap sense +1, uncanny dodge; AL LE; SV Fort +6, Ref Str 13, Dex 15, Con 14, Int 11, Wis 9, Cha 13.
+8, Will +2; Str 17, Dex 16, Con 12, Int 12, Wis 10, Cha 12. Skills and Feats: Jump +5, Listen +4, Spot +4; Dodge, Run.
Skills and Feats: Balance +6, Climb +10, Escape Artist +7, Intimidate Possessions: 5 gp, 5 sp, one dose of abyss dust or snake weed,
+7, Jump +8, Listen +4, Move Silently +7, Search +12, Spot +5, peasant’s outfit, belt pouch.
Swim +6, Use Magic Device +8, Use Rope +8; Blind-Fight, Dodge,
Point Blank Shot, Precise Shot, Power Attack, Rapid Shot. Typical Hulk Guard
Possessions: 100 gp, 50 sp, masterwork longsword, +1 longbow, Male Human Fighter 4; CR 4: Medium Humanoid; HD 4d10+4; hp 28;
+1 leather armor; backpack, bottle of wine, wine glass, fishhook, Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 (+2 Dex, +5
flask of liquor, sack, whetstone, fine ruby gem (250 gp); wand of chainmail armor), touch 12, flat-footed 15; Base Atk +4; Grp +6; Atk
web (27 charges) (CL 7). +7 melee (1d8+4/x2, heavy mace or +6 ranged (1d8/19-20/x2, light
repeating crossbow); Full Atk +7 melee (1d8+4/x2, heavy mace or +6
Sons of Krom ranged (1d8/19-20/x2, light repeating crossbow); AL LG; SV Fort +5,
Male Orc Fighter 4; CR 4: Medium Humanoid; HD 4d10+8; hp 34; Ref +3, Will +2; Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 11.
Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, Skills and Feats: Climb -2, Intimidate +7, Listen +5, Spot +5,
+2 leather armor), touch 11, flat-footed 12; Base Atk +4; Grp +9; Atk Swim -3 Alertness, Dodge, Exotic Weapon Proficiency (light
+10 melee (1d12+9/x3, greataxe); Full Atk +10 melee (1d12+9/x3, repeating crossbow), Improved Initiative, Weapon Focus (heavy
greataxe); SQ Orc traits, light sensitivity, darkvision; AL LE; SV Fort mace), Weapon Specialization (heavy mace).
+6, Ref +2, Will +1; Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6.
Possessions: 10 gp, 5 sp; light repeating crossbow, bolts (50),
Skills and Feats: Climb +7, Intimidate +3; Dodge, Improved heavy mace, chainmail armor, guard uniform, backpack, flask of
Initiative, Power Attack, Weapon Focus (greataxe), Weapon liquor, belt pouch.
Specialization (greataxe).
Possessions: 10 sp, greataxe, masterwork leather armor, backpack, Typical Hulk Prisoner
bedroll, flask of liquor, sack. Male Human Rogue 5; CR 5; Medium Humanoid; HD 5d6+5; hp
26; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13
Spacko (+3 Dex), touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +4
Male Orc Fighter 4; CR 4: Medium Humanoid; HD 4d10+8; hp melee (1d3+1/19-20/x2, shiv); AL CN; SA Sneak attack +3d6; SQ
34; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 Evasion, trapfinding, trap sense +1, uncanny dodge; SV Fort +2,
(+1 Dex, +2 leather armor), touch 11, flat-footed 12; Base Atk Ref +7, Will +1; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8.
+4; Grp +9; Atk +10 (1d12+9/x3, greataxe); SQ Orc traits, light Skills and Feats: Appraise +6, Bluff +7, Disable Device +6,
sensitivity, darkvision; AL LE; SV Fort +6, Ref +2, Will +1; Str Disguise +3, Escape Artist +7, Forgery +3, Gather Information
20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. +6, Hide +11, Intimidate +7, Jump +5, Listen +10, Move Silently
Skills and Feats: Climb +6, Intimidate +4; Dodge, Improved +11, Open Lock +7, Search +9, Spot +8, Swim +3, Tumble +8;
Initiative, Power Attack, Weapon Focus (greataxe), Weapon Alertness, Dodge, Improved Initiative.
Specialization (greataxe). Possessions: Torn clothing, shiv (improvised small dagger).

216 Black Sails Over Freeport


- Dramatis Personae -
Warrior Cultist of Yarash
Male Human Warrior 4; CR3: Medium Humanoid; HD 4d8+8; hp New Monster
27; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16
(+3 Dex, +3 studded leather armor), touch 13, flat-footed 13; Base Life Leech
Atk +4; Grp +7; Atk +8 melee (1d4+4/19-20/x2, +1 dagger of
Medium Aberration (Evil)
venom) or +8 melee (1d6+3/18-20/x2, masterwork cutlass) or +8
ranged (1d10/19-20/2, masterwork heavy crossbow); Full Atk +8 Hit Dice: 6d8+14 (45 hp)
melee (1d4+4/19-20/x2, +1 dagger of venom) or +8 melee(1d6+3/ Initiative: +4 (+4 Dex)
18-20/x2, masterwork cutlass) or +8 ranged (1d10/19-20/2, Speed: Fly 50 ft. (Good)
masterwork heavy crossbow); AL NE; SV Fort +6, Ref +4, Will Armor Class: 18 (+4 Dex, +4 deflection), touch 18,
+1; Str 17, Dex 16, Con 14, Int 11, Wis 11, Cha 11. flat-footed 14
Base Attack/Grapple: +6/+9
Skills and Feats: Climb +5, Intimidate +7, Jump +8, Ride +5,
Attack: Barbed Wing Atk +9 melee (1d6+3, Barbed Wings)
Swim -2. Dodge, Improved Initiative, Power Attack.
Full Attack: 2 Barbed Wings +9 melee (1d6+3, Barbed
Possessions: 10 gp, 15 sp, masterwork heavy crossbow, Wings) and Bite +4 melee (1d10+1, Bite)
masterwork cutlass, bolts (50); +1 dagger of venom, masterwork Special Attacks: Constitution drain
studded leather armor, cleric’s vestments, backpack, belt pouch, Special Qualities: Blindsight
belt, whetstone. Saves: Fort +4, Ref +6, Will +5
Abilities: Str 16, Dex 18, Con 15, Int 10, Wis 10, Cha -
William “Billy Bones” Crimshavy Skills: Hide +14, Listen +12, Spot +12
Feats: Alertness, Improved Grab, Wingover
Male Human Cleric of Yarash 10; CR 10: Medium Humanoid; HD
10d8+10; hp 75; Init +3 (+3 Dex); Spd 30 ft.; AC 19 (+3 Dex, +6 Environment: Temperate marsh, temperate aquatic
for captain’s Coat), touch 13, flat-footed 16; Base Atk+7/+2; Grp Organization: Solitary, pair, team (3-6)
+10; Atk +12 melee (1d6+4/18-20/x2, cutlass) or +10 ranged (2d6/ Challenge Rating: 5
x2, privateer Freeport pistol); Full Atk +12/+5 melee (1d6+4/18- Treasure: None
20/x2, +1 cutlass) or +8/+1 melee (1d6+4/18-20/x2, +1 cutlass) Alignment: Always neutral evil
and +8 melee (1d6+4/18-20/x2, +1 cutlass) or +10/+5 ranged Advancement: 7-10 HD Large, 11-14 HD Huge
(2d6/x2, privateer Freeport pistol); AL CE; SV Fort +8, Ref +6,
A Life Leech is a hideous creature that looks like a man-
Will +10; Str 17, Dex 17, Con 13, Int 14, Wis 16, Cha 11.
sized vampire bat. It has barbs on the end of its wings and
Skills and Feats: Bluff +5, Concentration +14, Diplomacy wicked fangs protrude from its mouth. These monstrosities
+13, Hide +8, Knowledge (arcana) +11, Sense Motive +8; exist only to feed on the life force of other living things.
Dodge, Exotic Weapon Proficiency (firearms), Martial Weapon
In combat, they swoop down on their opponents and attempt
Proficiency (cutlass), Weapon Focus (cutlass), Two-Weapon
to wrap their wings around him. This attack only works
Fighting.
against Medium creatures or smaller. If the attack succeeds,
Cleric Spells Prepared: (6/ 5+1/ 5+1/ 4+1/ 2+1/ 1+1; DC 13 + the barbs on the wings do 1d6 +3 damage and a grapple
spell level; Domains: Destruction and Evil): 0—detect magic (2), check ensues. If the victim fails, the Life Leech wraps itself
detect poison, light, mending, read magic; 1st—cause fear, cure around its prey and begins to suck the victim’s life energy
light wounds, entropic shield, inflict light wounds*, obscuring on the next round. Each round, another grapple check is
mist, sanctuary; 2nd—darkness, death knell*, desecrate, hold allowed. Prey enveloped by the Life Leech loses 1d3 points
person, undetectable alignment, zone of truth; 3rd—blindness/ of Constitution per round. If their Con reaches zero, they die.
deafness, contagion*, dispel magic, inflict serious wounds,
The Life Leech can also attempt to bite when it has
summon monster III; 4th—death ward*, divination, inflict critical
someone in its grasp, but it cannot bite and drain
wounds, freedom of movement; 5th— flame strike, plane shift, slay
Constitution in the same round.
living*. *Indicates domain spell
Possessions: +1 cutlass (2), privateer Freeport pistol (4), belt
pouch, signet ring, flask, whetstone, captain’s coat, atomizer with Wizard Spells Prepared (4 / 4 / 3, DC 13 + spell level): 0—detect
magic potions: haste (CL5), fly (CL5), invisibility (CL5), cure magic, read magic (3); 1st—disguise self, mage armor, magic missile,
moderate wounds (CL7), or abyss dust. ray of Enfeeblement; 2nd—alter self, blindness/deafness, mirror image.

Wizard Cultist of Yarash Spellbook: 0—acid splash, arcane mark, dancing lights, daze,
detect magic, detect poison, disrupt undead, flare, ghost sound,
Male Human Wizard 4; CR 4: Medium Humanoid; HD 4d4+8; light, mage hand, mending, open/close, prestidigitation, ray of
hp 14; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC frost, read magic, resistance, touch of fatigue; 1st—burning hands,
14 (+4 Dex), touch 14, flat-footed 10; Base Atk +2; Grp +2; Atk expeditious retreat, disguise self, mage armor, magic missile, ray
+3 (1d6/x2, masterwork quarterstaff; AL LE; SV Fort +3, Ref +5, of enfeeblement, shield, shocking grasp; 2nd—acid arrow, alter self,
Will +4; Str 11, Dex 19, Con 14, Int 16, Wis 11, Cha 12. blindness/deafness, mirror image, shatter.
Skills and Feats: Concentration +8, Knowledge (arcana) +6, Possessions: 25 gp, 26 sp, masterwork quarterstaff, scholar’s
Knowledge (nature) +6, Knowledge (religion) +6, Spellcraft +9; outfit, pouch, spell components, scroll of wall of fire (CL7), scroll
Combat Casting, Dodge, Improved Initiative, Scribe Scroll. of interposing hand (CL9).

Black Sails Over Freeport 217


- Dramatis Personae -
Act II: Islands of the Damned
Dex, +3 for +1 leather Armor), touch 13, flat-footed 17; Base Atk
The Kraken’s Claw Crew +8/+3; Grp +11; Atk +12 melee (1d8+3/19-20/x2, masterwork
longsword) or +12 ranged (+13 within 30 ft.) (1d8+1/x3, +1
(Upgraded from Act I) longbow); Full Atk +12/+7 melee (1d8+3/19-20/x2, masterwork
longsword) or +12/+7 (+13/+8 within 30 ft.) ranged or +11/+11/
Captain Morgan Baumann +6 ranged with Rapid Shot, (1d8+1/x3, +1 longbow); SA Sneak
attack +2d6; SQ Elf traits, evasion, low-light vision, trapfinding,
Human female Fighter 5/Freeport Pirates 6; CR 11; Medium trap sense +1, uncanny dodge; AL LE; SV Fort +5, Ref +8, Will
humanoid; HD 11d10+22; hp 87; Init +7 (+3 Dex, +4 Improved +2; Str 17, Dex 16, Con 12, Int 12, Wis 10, Cha 12.
Initiative); Spd 30 ft; AC 17, touch 17, flat-footed 12; Base Atk +11/
+6; Grp +13; Atk +16 melee (1d6+3/18-20, +1 thirsting cutlass) or Skills and Feats: Skills and Feats: Balance +6, Climb +11, Escape
+14 ranged (1d6+2/x2, throwing axe); Full Atk +16/+11 (1d6+3/18- Artist +7, Intimidate +9, Jump +8, Listen +4, Move Silently +7,
20, +1 thirsting cutlass) or +14 ranged (1d6+2/x2, throwing axe); Search +12, Spot +5, Swim +6, Use Magic Device +8, Use Rope
SA Life is cheap, press gang thwak; SQ Sea legs, reckless abandon, +8; Blind-Fight, Dodge, Point Blank Shot, Precise Shot, Power
rope monkey, lightning parry; AL NE; SV Fort +8, Ref +9, Will +3; Attack, Rapid Shot.
Str 14, Dex 16, Con 15, Int 12, Wis 10, Cha 14. Possessions: 100 gp, 50 sp, masterwork longsword, +1 longbow,
Skills and Feats: Balance +15, Climb +8, Intimidate +6, Jump medium; +1 leather armor, backpack, bottle of wine, glass,
+10, Knowledge (nature) +8, Profession (sailor) +10, Spot +5, fishhook, flask of liquor, sack, whetstone, fine ruby gem (250 gp),
Swim +8, Tumble +11, Use Rope +8; Cleave, Dodge, Weapon wand of web (27 charges, *less any charges used in Act I).
Focus (cutlass), Superior Weapon Focus (cutlass), Improved
Initiative, Great Cleave, Power Attack, Improved Critical.
The Isle of Undeath
Possessions: 150 gp, 40 sp; +1 thirsting cutlass; throwing axe;
Flask of liquor, whetstone, fine diamond gem (500 gp), pouch, Daen Danud
belt; +2 ring of protection, potion of cure moderate wounds (CL7),
Lich Abjurer 4/Cleric of Yarash 8; Medium Undead; CR 14;
teleportation gem (see sidebar)
HD 12d12; hp 90; Init +7 (+3 Dex, +4 Improved Initiative); Spd
30 ft. (6 squares); AC 24 (+3 Dex, +5 natural, +2 for +2 ring of
Sea Dogs protection, +4 +1 studded leather armor], touch 15, flat-footed 21;
Male Human Fighter 4; CR 4: Medium Humanoid; HD 4d10+8; Base Atk +8/+3;Grp +9; Atk +9 melee (1d8+5 negative energy
hp 35; Init +7; Spd 30 ft.; AC 15, touch 13, flat-footed 12; Base plus paralysis, touch) or +10 melee (1d8+1/x2, heavy mace; Full
Atk +4; Grp +7; Atk +8 melee (1d6+3/18-20,cutlass); Full Atk +8 Atk +9 melee (1d8+5 negative energy plus paralysis, touch) and
melee (1d6+3/18-20, cutlass); AL NE; SV Fort +6, Ref +4, Will +5 melee (1d8+1/x2, heavy mace) or +10/+5 (1d8+1/x2, heavy
+2; Str 17, Dex 16, Con 15, Int 11, Wis 13, Cha 10. mace); Space/Reach: 5 ft./5 ft.; SA Damaging touch, fear aura
DC 20, paralyzing touch DC 21, Spells; SQ +4 Turn Resistance,
Skills and Feats: Climb +10, Jump +10, Profession (sailor) +3, damage reduction 15/bludgeoning and magic, darkvision 60 ft.,
Swim +6; Cleave, Dodge, Improved Initiative, Mobility, Power immunity to cold, electricity, polymorph, and mind-affecting
Attack, Weapon Focus (cutlass). spells, rebuke undead, undead Traits; AL N; SV Fort +7, Ref +5,
Possessions: 23 gp, 18 sp, 27 cp; cutlass, leather armor; fishhook, Will +13; Str 12, Dex 16, Con --, Int 19, Wis 19, Cha 20.
pouch, belt, flask of liquor. Skills and Feats: Craft (alchemy) +10, Concentration +11, Gather
Information +10, Heal, Hide +11, Intimidate +7, Knowledge
Shantar Froese, First Mate (arcana) +12, Knowledge (religion) +12, Listen +13, Move
Elf Fighter 5/Rogue 4: CR 9; Medium Humanoid; HD Silently +14, Search +12, Sense Motive +15.5, Spellcraft +13,
5d10+4d6+18; hp 64; Init +3 (+3 Dex); Speed 30 ft.; AC 16 (+3 Spot +15; Combat Casting, Dodge, Heighten Spell, Improved
Initiative, Scribe Scroll, Spell Focus (abjuration), Weapon Focus
(heavy mace).
Cleric Spells Prepared: (6/5+1/ 4+1/4+1//3+1; DC 14 + the spell
Teleportation Gem level (+1 for Spell Focus on abjuration spells; Domains Death and
This gem may be activated as a free action by mental Evil); 0—inflict minor wounds (2), light, mending, read magic,
command from the user with no verbal or somatic resistance; 1st—bane, cause fear*, doom, inflict light wounds,
components required. Once activated, the user can magic weapon, protection from good; 2nd—bull’s strength, death
teleport three times per day as per the greater teleport knell*, desecrate, detect living, inflict moderate wounds; 3rd—
spell. animate dead*, bestow curse, inflict serious wounds, magic circle
against good; 4th - death ward*, greater magic weapon, skin of
Moderate conjuration; CL 13th; Create Wondrous Item; blood (2). *Indicates domain spell
greater teleport; 99,000 gp; Weight 1lb.
Wizard Spells Prepared: (Abjurer; no illusion or conjuration
spells; 5/5/4; DC is 14 + spell level (+1 for Spell Focus on

218 Black Sails Over Freeport


- Dramatis Personae -
Abjuration spells); 0—resistance*, detect magic, dancing lights, Possessions: 50 gp, aquamarine gem (500 gp), black pearl (500
mage hand, open/close; 1st—burning hands, magic missile, gp), +3 sylvan scimitar, throwing axe (2); +4 leather armor,
protection from good, shield*, true strike; 2nd—protection from backpack, grappling hook, belt pouch, hemp rope (50 ft.), signet
arrows* , see invisibility, summon monster II, hideous laughter. ring, spyglass, whetstone, potion of heroism, potion of cure serious
wounds.
Spellbook: 0— arcane mark, dancing lights, daze, detect magic,
detect poison, disrupt undead, flare, light, mage hand, mending,
open/close, prestidigitation, ray of frost, read magic, resistance,
Liaju
touch of fatigue; 1st— alarm, burning hands, disguise self, hold Female Ghast Chef, CR 4; Medium Undead; HD 6d12; hp 39;
portal, magic missile, protection from good, shield, shocking Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 17 (+3 Dex, +4
grasp, true strike; 2nd— obscure object, protection from arrows, natural), touch 12, flat-footed 14; Base Atk +3; Grp +6; Atk +6
resist energy, see invisibility, summon monster II, hideous laughter. melee (1d8+3 plus paralysis, bite) or +6 melee (1d6+3/x2, club);
Full Atk +6 (1d8+3 plus paralysis, bite) and +4 melee (1d4+1
Possessions: Heavy mace, +1 studded leather armor, +2 ring
plus paralysis, claws); Space/Reach: 5ft./5ft.; SA Ghoul fever,
of protection, scroll of timestop, scroll of turnabout, wizard’s
paralysis, stench; SQ Darkvision 60 ft., undead traits, +2 turn
Spellbook, ship’s bell of Yarash (in his complex).
resistance; AL CE; SV Fort +2, Ref +5, Will +7; Str 17, Dex 17,
Con --, Int 13, Wis 14, Cha 16.
Ghast
Skills and Feats: Balance +7, Climb +9, Hide, Jump +9, Move
CR 4; Medium Undead; HD 6d12; hp 39; Init +3 (+3 Dex); Spd 30
Silently +8, Spot +9; Perform (wind instruments) +5, Profession
ft. (6 squares); AC 17 (+3 Dex, +4 natural), touch 12, flat-footed
(brewer) +4, Profession (cook) +4; Multiattack, Simple Weapon
14; Base Atk +3; Grp +6; Atk +6 melee (2d6+3 plus paralysis,
Proficiency, Toughness.
bite); Full Atk +6 melee (2d6+3 plus paralysis, bite) and +4 melee
(1d4+1 plus paralysis, claws); Space/Reach: 5ft./5ft.; SA Ghoul Possessions: Club.
fever, paralysis, stench; SQ Darkvision 60 ft., undead traits, +2
Turn resistance; AL CE; SV Fort +2, Ref +5, Will +7; Str 17, Dex Mohrg
17, Con --, Int 13, Wis 14, Cha 16.
CR 9; Medium Undead; HD 16d12; hp 104; Init +8 (+4 Dex, +4
Skills and Feats: Balance +9, Climb +9, Hide +10, Jump Improved Initiative); Spd 30 ft. (6 squares); AC 23 (+4 Dex, +9
+11, Move Silently +10, Spot +10; Improved Natural Attack, natural), touch 14, flat-footed 19; Base Atk +8; Grp +14; Atk +14
Multiattack, Toughness. melee (1d8+8, slam) or +14 melee (paralysis, tongue touch); Full
Atk +14 melee (1d8+8, slam) and +14 melee (paralysis, tongue
Ghoul touch); Space/Reach: 5ft./5ft.; SA Improved grab, paralyzing
touch), create spawn; SQ Darkvision 60ft., undead traits; AL CE;
CR 2; Medium Undead; HD 3d12; hp 19; Init +2 (+2 Dex); Spd 30
SV Fort +5, Ref +11, Will +10; Str 22, Dex 19, Con --, Int 11, Wis
ft. (6 squares); AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;
10, Cha 10.
Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite) or
+2 melee (1d8+1/x2, morningstar; Full Atk +2 melee (1d6+1 plus Skills and Feats: Climb +14, Hide +21, Listen +15, Move
paralysis, bite) and +0 melee (1d3 plus paralysis, claws); Space/ Silently +21, Spot+20, Swim +10; Alertness, Dodge, Improved
Reach: 5ft./5ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft., Initiative, Improved Natural Attack, Lightning Reflexes,
undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +3, Will Mobility.
+5; Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12.
Skills and Feats: Balance +8, Climb +5, Hide +7, Jump +5, Move
Mountain Lion Zombie
Silently +6, Spot +9; Multiattack, Simple Weapon Proficiency. CR 2; Medium, Undead; HD 6d12; hp 41; Init +3 (+3 Dex); Spd
40 ft. (8 squares), Climb 20 ft. (4 squares); AC 15 (+3 Dex, +2
Possessions: Morningstar.
natural), touch 13, flat-footed 12; Base Atk +3; Grp +7; Atk +7
melee (1d6+4, bite) or + 7 melee (1d4+4, claw), or +7 melee
Jhondal, Moab’s Lieutenant (1d6+4, slam); Full Atk +7 melee (1d6+4, bite) or + 7 melee
Male Half-Elf Fighter 8; CR 8; Medium Humanoid; HD 8d10+24; (1d4+4, claw), or +7 melee (1d6+4, slam); Space/Reach: 5 ft./5
hp 81; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 19 (+3 Dex, ft.; SQ: Single actions only, damage reduction 5/slashing; AL NE;
+6 +4 leather armor), touch 13, flat-footed 16; Base Atk +8; SV Fort +1, Ref +4, Will +5; Str 18, Dex 17, Con --, Int --, Wis 10,
Grp +12; Atk +16 melee (1d6+9 plus 1d6 outdoors/15-20/x2, +3 Cha 1.
sylvan scimitar) or +11 ranged (1d6+4/x2, throwing axe; Full Atk
Skills and Feats: --; Toughness.
+16/+11 (1d6+9 plus 1d6 outdoors/18-20/x2, +3 sylvan scimitar)
or +11/+6 ranged (1d6+4/x2, throwing axe); SQ half-elf traits,
Elven Blood; AL LE; SV Fort +9, Ref +5, Will +3; Str 18, Dex 16,
Mummy
Con 16, Int 14, Wis 13, Cha 14. CR 6; Medium Undead; HD 10d12; hp 68; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk
Skills and Feats: Balance +7, Climb +9, Craft (Shipmaking) +5,
+5; Grp +12; Atk +12 melee (1d6+10 plus mummy rot, slam); Full
Jump +11, Knowledge (boating) +3, Knowledge (nature) +3,
Atk +12 melee (1d6+10 plus mummy rot, slam); Space/Reach:
Knowledge (war) +3, Listen +5, Search +3, Spot +4, Swim +7;
5ft./5ft.; SA Despair, mummy rot; SQ Damage reduction 5/--,
Cleave, Dodge, Expertise, Improved Critical (scimitar), Mobility,
darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV
Spring Attack, Weapon Focus (scimitar), Weapon Specialization
Fort +5, Ref +3, Will +9; Str 24, Dex 10, Con --, Int 6, Wis 14,
(scimitar), Whirlwind Attack.
Cha 15.

Black Sails Over Freeport 219


- Dramatis Personae -
Skills and Feats: Hide +7, Listen +10, Move Silently +7, Spot Skills and Feats: Balance +6, Climb +5, Hide +7, Jump +6,
+10; Alertness, Great Fortitude, Toughness. Knowledge (martial code) +2, Move Silently +6, Spot +8; Martial
Weapon Proficiency (greataxe), Multiattack.
Mutant Soldier Possessions: Greataxe.
Male Mutated Human Fighter 2; CR 2; Medium Humanoid; HD
2d10+10; hp 21; Init +6 (+2 Dex, +4 Improved Initiative]; Spd Skeleton (former fighter)
30 ft. (6 squares); AC 16; (+2 Dex, +4 Chain Shirt), touch 12,
CR 2; Medium Undead; HD 1d10; + 3d12; hp 24; Init +8 (+4 Dex,
flat-footed 14; Base Atk +2; Grp +7; Atk +8 melee (1d10+7/x2,
+4 Improved Initiative); Spd 30 ft. (6 squares); AC 15 (-1 size,
greatclub) or +4 ranged (1d6+5/x2, javelin); Full Atk +8 melee
+4 Dex, +2 natural), touch 13, flat-footed 11; Base Atk +2; Grp
(1d10+7/x2, greatclub) or +4 ranged (1d6+5/x2, javelin); AL LN;
+6; Atk +6 melee (1d6+4, claw) or +6 melee (1d6+4/18-20/x2,
SV Fort +8, Ref +2, Will +0; Str 20, Dex 14, Con 20, Int 10, Wis
scimitar); Full Atk +6 melee (1d6+4, claws) and +1 melee (1d8+2/
10, Cha 7.
18-20/x2, scimitar); Space/Reach: 5ft./5ft.; SQ Damage reduction
Skills and Feats: Climb +7, Intimidate +3, Jump +7, Swim 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits;
+4; Cleave, Improved Initiative, Power Attack, Weapon Focus AL NE; SV Fort +0, Ref +5, Will +4; Str 19, Dex 18, Con --, INT
(greatclub). --, Wis 10, Cha 1.
Possessions: Stone icon shaped like the Stone of the Heavens, Skills and Feats: Improved Initiative.
greatclub, javelin (3), chain shirt, backpack, bedroll, grappling
Possessions: Scimitar.
hook, trail rations, waterskin (full).

Remeli The Smith (ghast)


CR 4; Medium Undead; HD 6d12; hp 42; Init +3 (+3 Dex); Spd
Male Ghast Chef, CR 3; Medium Undead; HD 5d12 (Undead);
30 ft.; AC 19 (+3 Dex, +4 natural, +2 leather apron), touch 13,
hp 35; Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 17 (+3 Dex,
flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3 plus
+4 natural), touch 13, flat-footed 14; Base Atk +2; Grp +5; Atk
paralysis, bite) or +6 melee (1d8+3/x3, blacksmith’s hammer; Full
+5 melee (1d8+3 plus paralysis, bite) or +5 melee (1d6+3/x3,
Atk +6 melee (1d8+3 plus paralysis, bite) and +4 melee (1d4+1,
cleaver); Full Atk +5 (1d8+3 plus paralysis, bite) and +0 melee
claws); Space/Reach: 5ft./5ft.; SA Ghoul fever, paralysis, stench;
(1d4 +1, claws) or Atk +5 melee (1d6+3/x3, cleaver); Space/
SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV
Reach: 5ft./5ft.; SA Ghoul fever, paralysis, stench; SQ Darkvision
Fort +2, Ref +5, Will +7; Str 17, Dex 17, Con --, Int 13, Wis 14,
60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref
Cha 16.
+4, Will +6; Str 17, Dex 17, Con --, Int 13, Wis 14, Cha 16.
Skills and Feats: Balance +7, Climb +9, Craft +3 (armorsmithing),
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9,
Craft (blacksmithing) +3, Craft (weaponsmithing) +2, Hide +8,
Move Silently +8, Spot +8, Perform (percussion instruments) +5,
Jump +9, Move Silently +8, Spot +8; Martial Weapon Proficiency
Profession (cook) +4; Simple Weapon Proficiency, Toughness.
(blacksmith’s hammer), Multiattack, Toughness.
Possessions: Cleaver.
Possessions: Blacksmith’s hammer, leather apron.
Sea Dogs Sonsimoth, Vampire Jailer
Male Human Fighter 4; CR 4: Medium Humanoid; HD 4d10+8;
Human Fighter 6; CR 8; Medium Undead (Augmented
hp 35; Init +7; Spd 30 ft. (6 squares); AC 15, touch 13, flat-footed
Humanoid); HD 6d12; hp 39; Init +6 (+2 Dex, +4 Improved
12; Base Atk +4; Grp +7; Atk +8 melee (1d6+3/18-20,cutlass);
Initiative); Spd 30 ft. (6 squares); AC 25 (+3 Dex, +6 natural, +6
Full Atk +8 melee (1d6+3/18-20, cutlass); AL NE; SV Fort +6,
+1 breastplate), touch 13, flat-footed 22; Base Atk +6/+1; Grp
Ref +4, Will +2; Str 17, Dex 16, Con 15, Int 11, Wis 13, Cha 10.
+12; Atk +14 melee (1d12+11/x3, masterwork greataxe or +11
Skills and Feats: Climb +10, Jump +10, Profession (sailor) +3, ranged (1d8+5/x3, +1 composite longbow) or +10 ranged (1d6,
Swim +6; Cleave, Dodge, Improved Initiative, Mobility, Power alchemist’s fire) or +12 melee (1d6+6 plus energy drain, slam);
Attack, Weapon Focus (cutlass). Full Atk +14/+9 melee (1d12+11/x3, masterwork greataxe) or
+12/+7 melee (1d6+6 plus energy drain, slam) or +10 /+5 ranged
Possessions: 23 gp, 18 sp, 27 cp; cutlass, leather armor; fishhook,
(1d8+5/x3, +1 composite longbow); Space/Reach: 5 ft./5 ft.; SA
pouch, belt, flask of liquor.
Blood drain, children of the night, dominate, create Spawn, energy
drain; SQ Alternate form, damage reduction 10/silver and magic,
Sgt. Hartmann, Ghoul Drill Instructor fast healing 5, gaseous form, resistance to cold and electricity
CR 2; Medium Undead; HD 3d12; hp 19; Init +2 (+2 Dex); Spd 30 10/10, spider climb, +4 turn resistance, undead traits; AL N; SV
ft. (6 squares); AC 14 (+2 Dex, +2 natural), touch 12, flat-footed Fort +5, Ref +8, Will +4; Str 22, Dex 18, Con --, Int 12, Wis 14,
12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, Cha 12.
bite) or +2 melee (1d12+1/x3, greataxe); Full Atk +2 melee Skills and Feats: Bluff +11, Climb +9, Hide +12, Intimidate +9,
(1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, Jump +9, Knowledge (local) +3, Listen +12, Move Silently +12,
claws) or (1d12+3/x3, greataxe); Space/Reach: 5ft./5ft.; SA Ghoul Search +9, Sense Motive +10, Spot +13, Survival +5; Alertness,
fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 turn Combat Reflexes, Dodge, Improved Initiative, Lightning
resistance; AL CE; SV Fort +1, Ref +3, Will +5; Str 13, Dex 15, Reflexes, Power Attack, Track, Weapon Focus (greataxe), Weapon
Con --, Int 13, Wis 14, Cha 12. Specialization (greataxe).

220 Black Sails Over Freeport


- Dramatis Personae -
Possessions: Masterwork greataxe, silvered dagger, alchemist’s Xamisum, Zombie Instructor
fire (3); +1 composite longbow (+4 Str bonus), +1 breastplate,
arrows (20), climber’s kit, potion of lesser restoration (CL6). CR 2; Medium Undead; HD 7d12; hp 48; Init +0; Spd 30 ft. (6
squares); AC 12 (+2 natural), touch 10, flat-footed 12; Base Atk
White Gorilla +3; Grp +8; Atk +8 melee (1d6+5, slam or +8 melee (1d10+5/19-
20/x2, longsword); Full Atk +8 melee (1d6+5, slam or +8 melee
Male Warrior 4; CR 6; Large Monstrous Humanoid; HD 9d8+21; (1d10+5/19-20/x2, longsword); Space/Reach: 5 ft./5 ft.; SQ:
hp 61; Init +2 (+2 Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC Single actions only, damage reduction 5/slashing, darkvision 60
18 (–1 size, +3 Dex, +4 natural, +2 leather Armor), touch 12, flat- ft., undead traits; AL NE; SV Fort +2, Ref +2, Will +5; Str 20, Dex
footed 15; Base Atk +9; Grp +19; Atk +15 melee (1d6+6, claw) 10, Con --, Int --, Wis 10, Cha 4.
or +15 melee (1d10+9/x3, greatclub) or +11 ranged touch (net,
entangle); Full Atk +15 melee (1d6+6, 2 claws) and +10 melee Skills and Feats: --; Toughness.
(1d8+3, bite) or +15/+10 melee (1d10+9/x2, greatclub); Space/
Possessions: Longsword.
Reach 10 ft./10 ft.; SA Rend 2d6+12; SQ Low-light vision, scent;
AL LE; SV Fort +8, Ref +7, Will +6; Str 22, Dex 16, Con 14, Int
11, Wis 12, Cha 7.
Zombie
CR 1; Medium Undead; HD 4d12; hp 22; Init +3 (+3 Dex); Spd 30
Skills and Feats: Climb +16, Handle Animal +4, Intimidate +7,
ft. (6 squares); AC 15 (+3 Dex, +2 natural), touch 13, flat-footed
Jump +11, Listen +5, Spot +5; Alertness, Brachiateb, Exotic
12; Base Atk +2; Grp +6; Atk +6 melee (1d6+4, slam or +6 melee
Weapon Proficiency (net), Power Attack, Toughness.
(1d6+5/19-20/x2, short sword) or +6 melee (1d8+7/x3, halberd);
Possessions: Leather armor, greatclub, net, signal horn. Full Atk +6 melee (1d6+4, slam or +6 melee (1d6+5/19-20/x2,
short sword) or +6 melee (1d8+7/x3, halberd); Space/Reach: 5
Wight ft./5 ft.; SQ Single actions only, damage reduction 5/slashing,
darkvision 60 ft., undead traits; AL NE; SV Fort +1, Ref +4, Will
CR 4; Medium Undead; HD 6d12; hp 39; Init +1 (+1 Dex); Spd 30 +4; Str 21, Dex 16, Con --, Int --, Wis 10, Cha 1.
ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed
14; Base Atk +3; Grp +4; Atk +4 melee (1d4+1 plus energy drain, Skills and Feats: --; Toughness.
slam); Full Atk +4 melee (1d4+1 plus energy drain, slam); Space/
Possessions: Short sword, medium or halberd, medium.
Reach: 5 ft./5 ft.; SA: Create spawn, energy drain; SQ Darkvision
60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12,
Dex 12, Con --, Int 11, Wis 13, Cha 15.
Zombie (Dungeon Level Five)
CR 3; Large Undead; HD 8d12; hp 55; Init +1 (+1 Dex); Spd 40
Skills and Feats: Hide +10, Listen +11, Move Silently +18, Spot
ft. (8 squares); AC 13 (-1 Size, +1 Dex, +3 natural), touch 10,
+9; Alertness, Blind-Fight, Improved Initiative.
flat-footed 12; Base Atk +4; Grp +12; Atk +7 melee (2d6+4, slam)
or +7 melee (1d6+4/19-20/x2, short sword); Full Atk +7 melee
Worg (2d6+4, slam) or +7 melee (1d6+4/19-20/x2, short sword); Space/
CR 4; Medium Magical Beast; HD 6d10+14; hp 47; Init +2 (+2 Reach: 10 ft./10 ft.; SQ: Single actions only, damage reduction
Dex); Spd 50 ft. (10 squares); AC 14 (+2 Dex, +2 natural), touch 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,
12, flat-footed 12; Base Atk +4; Grp +7; Atk +7 melee (1d8+4, Ref +3, Will +5; Str 19, Dex 12, Con --, Int --, Wis 10, Cha 1.
bite); Full Atk +7 melee (1d8+4, bite); Space/Reach: 5 ft./5 ft.; SA
Skills and Feats: --; Toughness.
Trip; SQ Darkvision 60 ft., low-light vision, scent; AL NE; SV
Fort +7, Ref +7, Will +4; Str 17, Dex 15, Con 15, Int 6, Wis 14, Possessions: Short sword.
Cha 10.
Skills and Feats: Hide +4, Jump +5, Listen +6, Move Silently +6,
Zombie Ape Guards
Spot +6, Survival +2; Alertness, Improved Natural Attack; Track. CR 4; Large Undead; HD 10d12; hp 68; Init +1 (+1 Dex); Spd 30
ft. (6 squares), Climb 30 ft (6 squares); AC 14 (-1 size, +2 Dex, +3
Wraith natural), touch 11, flat-footed 12; Base Atk +5; Grp +15; Atk +10
melee (1d6+6, claw) or +10 melee (1d8+6, slam); Full Atk +10
CR 6; Medium Undead (Incorporeal); HD 8d12; hp 55; Init +7
melee (1d6+6, claw) or +10 melee (1d8+6, slam); Space/Reach:
(+3 Dex, +4 Improved Initiative); Spd fly 60 ft. (good); AC 16 (+3
5 ft/5 ft; SQ Single actions only, damage reduction 5/slashing,
Dex, +3 Deflection), touch 16, flat-footed 13; Base Atk +4; Grp --;
darkvision 60 ft., undead traits; AL N; SV Fort +3, Ref +4, Will
Atk +7 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
+7; Str 23, Dex 13, Con --, Int --, Wis 10, Cha 1.
Full Atk +7 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Space/Reach: 5 ft./5 ft.; SA Constitution drain, create Skills and Feats: --; Toughness.
spawn; SQ: Darkvision 60 ft., daylight Powerlessness, incorporeal
Traits, +2 turn resistance, undead traits, unnatural aura; AL LE;
SV Fort +2, Ref +5, Will +8; Str --, Dex 16, Con --, Int 14, Wis 14, The Boneshaper’s Throne
Cha 16.
Badger
Skills and Feats: Diplomacy +9, Hide +12, Intimidate +12, Listen
+13, Search +11, Sense Motive +11, Spot +14, Survival +4 (+4 CR ½; Small Animal; HD 1d8+2; 6 hp; Init +3 (+3 Dex); Spd 30
following tracks); Alertness, Blind-Fight, Combat Reflexes, ft. (6 squares), burrow 10 ft.; AC 15 (+1 size, +3 Dex, +1 natural),
Improved Initiative, Toughness. touch 14, flat-footed 12; Base Atk +0; Grp -5; Atk +4 melee (1d2-

Black Sails Over Freeport 221


- Dramatis Personae -
1, claw); Full Atk +4 melee (1d2-1, 2 claws) and -1 melee (1d3-1, (-1 size, +3 Dex, +10 natural, +1 Improved Natural Armor), touch
bite); Space/Reach: 5 ft,/5 ft.; SA Rage; SQ Low-light vision, 12, flat-footed 20; Base Atk +11; Grp +20; Atk +15 melee (3d6+5,
scent; SV Fort +4, Ref +5, Will +1; Str 8, Dex 17, Con 15, Int 2, claw); Full Atk +15 melee (3d6+5, 2 claws); Space/Reach: 10 ft./5
Wis 12, Cha 6. ft.; SA Constrict 3d6+5, improved grab, paralytic tentacles; SQ
Amphibious, darkvision 60 ft., immunity to poison; SV Fort +9,
Skills and Feats: Escape Artist +7, Listen +3, Spot +3; Track,
Ref +8, Will +11; Str 20, Dex 16, Con 19, Int 10, Wis 14, Cha 5.
Weapon Finesse.
Skills and Feats: Hide +13, Listen +15, Spot +15, Swim +13;
Bookworms (stirges) Alertness, Blind-fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack.
CR 1/2; Tiny Magical Beast; HD 1d10; 5 hp; Init +4 (+4 Dex);
Spd 10 ft (2 squares)., Fly 40 ft. (average); AC 16 (+2 size, +4
Dex), touch 16, flat-footed 12; Base Atk +1; Grp +11 (+1 when
Constrictor Snake, Giant
attached); Atk +7 melee (touch attach); Full Atk +7 melee (touch CR 6; Huge Animal; HD 16d8+19; 91 hp; Init +4 (+4 Dex); Spd
attach); Space/Reach: 2 ½ ft./0 ft.; SA Attach (Ex), blood drain; 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 16 (-2 size, +4
SQ Darkvision 60 ft., low-light vision; SV Fort +2, Ref +6, Will Dex, +5 natural Improved Natural Armor), touch 12, flat-footed
+1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 12; Base Atk +12; Grp +27; Atk +17 melee (2d6+10, bite); Full
Atk +17 melee (2d6+10, bite); Space/Reach: 15 ft./10 ft.; SA
Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon
Constrict 1d8+10, improved grab; SQ Scent; SV Fort +11, Ref
Finesse.
+14, Will +6; Str 25, Dex 18, Con 13, Int 1, Wis 12, Cha 2.
Boorman Skills and Feats: Balance +11, Climb +17, Hide +10, Listen +11,
Spot +11, Swim +16; Alertness, Endurance, Improved Natural
Male Human Barbarian 7; Medium Humanoid; CR 7; HD Armor, Improved Natural Attack, Skill Focus (hide), Toughness.
7d12+14; hp 59; Init +7 (+3 Dex, +4 Improved Initiative); Spd
40 ft.; AC 17 (+3 Dex, +1 light wooden shield, +3 hide armor),
touch 13, flat-footed 14; Base Atk +7/+2; Grp +9; Atk +11 melee
Crocodile, Giant
(1d8+3/19-20/x2, +1 cursed longsword of blood) or Atk +9 CR 7; Huge Animal; HD 14d8+70; 133 hp; Init +1 (+1 Dex);
(1d3+2/x2, unarmed strike); Full Atk +11/+6 melee (1d8+3/19- Spd 20 ft. (4 squares), swim 30 ft.; AC 17 (-2 size, +1 Dex, +7
20/x2, +1 cursed longsword of blood) or Atk +9/+4 (1d3+2/x2, natural, +1 Improved Natural Armor]) touch 9, flat-footed 16;
unarmed strike); SA Rage (2/day); SQ Damage Reduction 1/--, Base Atk +10; Grp +27; Atk +17 melee (3d8+13, bite) or +17
fast movement, improved uncanny dodge, trap sense +2, uncanny melee (1d12+13, tail slap); Full Atk +17 melee (3d8+13, bite) or
dodge; AL CE; SV Fort +7, Ref +5, Will +3; Str 15, Dex 16, Con +17 melee (1d12+13, tail slap); Space/Reach: 15 ft./10 ft.; SA
14, Int 10, Wis 13, Cha 9. Improved grab; SQ Hold breath, low-light vision; SV Fort +13,
Ref +10, Will +5; Str 28, Dex 12, Con 19, Int 1, Wis 12, Cha 2.
Rage: AC 15; Str 19, Con 18; Bonus to hit/damage +2; HP +14
temporary; 7 round duration. Skills and Feats: Hide +1, Listen +8, Spot +9, Swim +17;
Alertness, Endurance, Improved Natural Armor, Improved Natural
Skills and Feats: Climb +2, Diplomacy +3, Gather Information +2,
Attack, Skill Focus (hide).
Intimidate +10, Jump +3, Listen +11, Move Silently +1, Search
+2, Sense Motive +2, Spot +4, Survival +2; Alertness, Improved
Initiative, Track, Weapon Focus (longsword).
Evil Security Blanket (Gibbering
Possessions: +1 cursed longsword of blood, hide armor, light
Mouther)
wooden shield. CR 7; Large Aberration; HD 10d8+70; hp 115; Init +6 (+1 Dex,
+4 Improved Initiative); Spd 10 ft. (2 squares), Swim 20 ft.; AC 20
Carlotta Ramlpin (-1 size, +1 Dex, +9 natural, +1 Improved Natural Armor), touch
10, flat-footed 19; Base Atk +7; Grp +15; Atk Bite +10 melee
CR 2; Female Human Rogue 2; Medium Humanoid; HD 2d6; hp (1+4, bite) or +7 ranged touch (1d4 acid plus blindness, spittle);
10; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft; AC 12 (+2 Full Atk +10 melee (1+4, 6 bites) and +5 ranged touch (1d4 acid
Dex), touch 12, flat-footed 10; Base Atk +1; Grp +1; Atk +1 melee plus blindness, spittle); Space/Reach: 5 ft./5 ft.; SA Gibbering,
(1d6/18-20/x2, rapier) or +1 melee (1d6/x2, sap); Full Atk +1 spittle, improved grab, blood drain, engulf, ground manipulation;
melee (1d6/18-20/x2, rapier) or +1 melee (1d6/x2, sap); SA Sneak SQ Amorphous, damage reduction 5/bludgeoning, darkvision 60
Attack +1d6; SQ Evasion, trapfinding; AL NG; SV Fort +0, Ref ft.; SV Fort +10, Ref +6, Will +8; Str 18, Dex 12, Con 25, Int 4,
+5, Will +3; Str 10, Dex 14, Con 10, Int 12, Wis 13, Cha 14. Wis 13, Cha 13.
Skills and Feats: Bluff +7, Diplomacy +11, Escape Artist +7, Skills and Feats: Listen +7, Spot +12, Swim +8; Improved
Gather Information +7, Hide +7, Profession (cartographer) +6, Initiative, Improved Natural Armor, Lightning Reflexes, Weapon
Search +6, Sense Motive +7, Spot +6, Use Rope +7; Improved Finesse.
Initiative, Iron Will.
Possessions: Rapier, sap. Headstone
CR 11; Large Construct; HD 10d10 +30; 85 hp; Init -1 (-1 Dex);
Chuul Spd: Immobile but can turn 90 degrees each round and (unless
CR 7; Large Aberration; HD 15d8+60; 127 hp; Init +7 (+3 Dex, otherwise noted) can tilt back up to 45 degrees; AC: 26 (-1 size, -1
+4 Improved Initiative); Spd 30 ft. (6 squares), swim 20 ft.; AC 23 Dex, +18 natural), touch 8, flat-footed 26; Base Atk +7; Grp +20*;

222 Black Sails Over Freeport


- Dramatis Personae -
Atk: none except for Breath Weapon; Space/Reach: 10ft./NA; SA 12, flat-footed 13; Base Atk +3; Grp +6; Atk +6 melee (1d8+4,
Breath Weapon (cone of fire, 7d6 damage, DC 15 Reflex half); bite); Full Atk +6 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SQ
SQ Construct traits, continuous see invisibility, damage reduction Low-light vision; SV Fort +9, Ref +6, Will +2; Str 17, Dex 15,
10/adamantine, darkvision 60 ft., immunity to magic (except for Con 17, Int 1, Wis 12, Cha 2.
spells that specifically affect stone), Low-light vision; SV Fort +3,
Skills and Feats: Climb +7, Hide +6*; Listen +5, Move Silently
Ref +2, Will +3; Str 29, Dex 8, Con –, Int –, Wis 10, Cha –;
+7, Spot +4, Swim +11; Alertness, Great Fortitude
Skills and Feats: None.
*+8 racial bonus to Hide bonus in forested or overgrown areas
*The given grapple score is only to be used when a creature
attempts to grapple the headstone as it is quite obvious that the Marionette Dragon
headstone cannot initiate a grapple itself!
(Very Young Green Dragon)
Jhondal, Moab’s Lieutenant CR 4 Medium Dragon; HD 8d12+16; 68 hp; Init +4 (+4 Improved
Initiative); Spd 40 ft. (8 squares), fly 150 ft. (poor), swim 40 ft.;
Male Half-Elf Fighter 8; CR 8; Medium Humanoid; HD 8d10+24;
AC 17 (+7 natural), touch 10, flat-footed 17; Base Atk +8; Grp
hp 81; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 19 (+3 Dex,
+10; Atk +10 melee (1d8+2, bite); Full Atk +10 melee (1d8+2,
+6 +4 leather armor), touch 13, flat-footed 16; Base Atk +8;
bite) and +5 melee (1d6+1, 2 claws) and +5 melee (1d4+1, 2
Grp +12; Atk +16 melee (1d6+9 plus 1d6 outdoors/15-20/x2, +3
wings); Space/Reach: 5 ft./5 ft.; SA Breath Weapon 60 ft. cone
sylvan scimitar) or +11 ranged (1d6+4/x2, throwing axe; Full Atk
of acid gas 4d6 (DC 16); SQ Blindsight 60 ft., darkvision 120 ft.,
+16/+11 (1d6+9 plus 1d6 outdoors/18-20/x2, +3 sylvan scimitar)
keen senses, immunity to acid, immunity to sleep and paralysis
or +11/+6 ranged (1d6+4/x2, throwing axe); SQ half-elf traits,
effects, water breathing; SV Fort +8, Ref +6, Will +6; Str 15, Dex
Elven Blood; AL LE; SV Fort +9, Ref +5, Will +3; Str 18, Dex 16,
10, Con 15, Int 10, Wis 11, Cha 10.
Con 16, Int 14, Wis 13, Cha 14.
Skills and Feats: Bluff +11, Concentration +3.5, Hide +11,
Skills and Feats: Balance +7, Climb +9, Craft (shipmaking) +5,
Intimidate +5, Listen, Move Silently, Spot +7; Alertness, Flyby
Jump +11, Knowledge (boating) +3, Knowledge (nature) +3,
Attack, Improved Initiative, Wingover.
Knowledge (war) +3, Listen +5, Search +3, Spot +4, Swim +7;
Cleave, Dodge, Expertise, Improved Critical (scimitar), Mobility,
Spring Attack, Weapon Focus (scimitar), Weapon Specialization
Mauler: See Skull-Dugger Mauler
(scimitar), Whirlwind Attack.
Mutant Soldier
Possessions: 50 gp, aquamarine gem (500 gp), black pearl (500
Male Mutated Human Fighter 2; CR 2; Medium Humanoid; HD
gp), +3 sylvan scimitar, throwing axe (2); +4 leather armor,
2d10+10; hp 21; Init +6 (+2 Dex, +4 Improved Initiative]; Spd 30 ft.
backpack, grappling hook, belt pouch, hemp rope (50 ft.), signet
(6 squares); AC 16; (+2 Dex, +4 Chain Shirt), touch 12, flat-footed
ring, spyglass, whetstone, potion of heroism, potion of cure serious
14; Base Atk +2; Grp +7; Atk +8 melee (1d10+7/x2, greatclub)
wounds.
or +4 ranged (1d6+5/x2, javelin); Full Atk +8 melee (1d10+7/x2,
greatclub) or +4 ranged (1d6+5/x2, javelin); AL LN; SV Fort +8,
Konnery Ref +2, Will +0; Str 20, Dex 14, Con 20, Int 10, Wis 10, Cha 7.
CR 7; Male Human Barbarian 7; Medium Humanoid; HD 7d12+7;
Skills and Feats: Climb +7, Intimidate +3, Jump +7, Swim
hp 52; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.; AC 16
+4; Cleave, Improved Initiative, Power Attack, Weapon Focus
(+2 Dex, +1 light steel shield, +3 hide armor), touch 12, flat-footed
(greatclub).
14; Base Atk +7/+2; Grp +10; Atk +12 melee (1d8+4/19-20/x2,
+1 cursed longsword of blood) or +10 melee (1d3+3/x2, unarmed Possessions: Stone icon shaped like the Stone of the Heavens,
strike); Full Atk +12/+7 melee (1d8+4/19-20/x2, +1 cursed greatclub, javelin (3), chain shirt, backpack, bedroll, grappling
longsword of blood) or +10/+5 melee (1d3+3/x2, unarmed strike); hook, trail rations, waterskin (full).
SA: Rage (2/day); SQ Damage Reduction 1/--, fast movement,
improved uncanny dodge, trap sense +2, uncanny dodge; AL CE; Owlbear
SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int 11, Wis
10, Cha 13. CR 7; Huge Magical Beast; HD 9d10+63; 112 hp; Init +0; Spd
30 ft. (6 squares); AC 16 (-2 size, +5 natural, +3 natural), touch
Rage: AC 14; Str 21, Con 16; Bonus to hit/damage +2; HP +14 8, flat-footed 18; Base Atk +9; Grp +27; Atk +17 melee (2d6+11,
temporary; 6 round duration. claw); Full Atk +17 melee (2d6+10, 2 claws) and +12 melee
(1d10+5, bite); Space/Reach: 15 ft./10 ft.; SA Improved grab; SQ
Skills and Feats: Balance +1, Climb +1, Diplomacy +2, Escape
Scent; SV Fort +13, Ref +6, Will +4; Str 30, Dex 10, Con 25, Int
Artist +2, Gather Information +2, Hide +1, Intimidate +9, Jump
2, Wis 12, Cha 10.
+2, Listen +5, Search +2, Spot +3, Survival +2; Alertness,
Improved Initiative, Track, Weapon Focus (longsword). Skills and Feats: Listen +10, Spot +10; Alertness, Improved
Natural Attack, Power Attack, Track.
Possessions: +1 cursed longsword of blood, hide armor, light steel
shield.
Plucky Cabin Boy
Lizard, Monitor CR 1; Male Human Rogue 1; Medium Humanoid; HD 1d6; hp 6;
Init +9 (+5 Dex, +4 Improved Initiative); Spd 30 ft.; AC 18 (+5
CR 3; Medium Animal; HD 5d8+15; 37 hp; Init +2 (+2 Dex); Spd
Dex, +3 puffy shirt and breeches), touch 15, flat-footed 13; Base
30 ft. (6 squares), Swim 30 ft.; AC 15 (+2 Dex, +3 natural), touch

Black Sails Over Freeport 223


- Dramatis Personae -
New Monster
Headstone
Large Construct
Hit Dice: 10d10+30 (85 HP)
Initiative: -1
Speed: Immobile. Can turn 90 degrees each round and (unless otherwise noted) can tilt back up to 45 degrees)
Armor Class: AC: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +7/+20*
Attacks: none except for Breath Weapon
Full Attack: none
Space/Reach: 10 ft./0 ft.
Special Attacks: Breath Weapon (cone of fire, 7d6 damage, DC 15 Reflex half)
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic (except for spells
that specifically effect stone), low-light vision; continuous see invisibility
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 29, Dex 8, Con –, Int –, Wis 10, Cha –
Skills: ---
Feats: ---
Environment: Any land
Organization: Any combination
Challenge Rating: 11
Treasure: None
Alignment: Same as creator
Advancement: ---
Headstones are huge, stony sentries created by Zoltan Zaska to keep an eye on the farthest reaches of his island realm. Most of
these watchmen simply observe, making slow grinding turns on their pedestals to track travelers with their eyes, which can use see
invisibility at will. But Zaska has given some of these constructs a powerful weapon: the ability to unleash a cone-shaped spray of
fire. The cone extends, and spreads out to, 40 feet. It is also 40 feet in height. Players can make a DC 15 Reflex save for half damage.
The headstones appear to be insurmountable. Not only can they see in the dark, but they can pick out invisible intruders. But
the headstones, like most things on the island, are a test, not a trap. So there are ways around them if the PCs observe and
exploit the simple rules that govern these sentries.
• Each stone’s field of vision is a 60-foot cone with its apex at the eyes of the statue.
• Every round, each stone rotates 90 degrees clockwise to sweep the landscape.
• Stones can tilt backward as much as 45 degrees to fire on airborne intruders.
• A stone fires as soon as its gaze sweeps across an intruder, or as soon as an intruder crosses its path. But a stone can fire only once
every two rounds, and if two stones spot an intruder and fire upon him simultaneously, neither stone can fire in the next round.
• In the round after a Headstone fires—i.e., the round when it can’t fire—it will track the intruder it fired upon originally. It
doesn’t have to turn a full 90 degrees when tracking this way. If the stone spots another intruder while tracking this way, it
will fire upon the new intruder, not the original one.
• Only two Headstones can track and/or fire upon an intruder at any time.

Atk +0; Grp +1; Atk +1 melee (1d6+1/x2, mop); SA Sneak Attack +4 melee (1d4+1/x2, letter opener); AL N; SV Fort +2, Ref +1,
+1d6; SQ Trapfinding; AL NG; SV Fort +0, Ref +7, Will +0; Str Will +8; Str 12, Dex 11, Con 12, Int 13, Wis 14, Cha 11.
13, Dex 20, Con 11, Int 12, Wis 10, Cha 14.
Skills and Feats: Appraise +8, Bluff +6, Diplomacy +10, Forgery
Skills and Feats: Balance +9, Bluff +6, Climb +2, Diplomacy +6, +6, Gather Information +6, Hide +4, Listen +5, Sense Motive +8,
Hide +9, Jump +5, Listen +6, Open Lock +6, Search +4, Sleight of Spot +5; Alertness, Iron Will, Run.
Hand +8, Spot +6, Tumble +9; Alertness, Improved Initiative.
Possessions: Wallet with moth inside, Pocket watch, shirts with
Possessions: Puffy shirt, breeches, treasure map in belt, mop. frilly sleeves, several handkerchiefs, snuff, powdered wig, knee-
breeches, buckle shoes, letter opener (treat as a medium dagger).
Plump Merchant
CR 3: Male Human Aristocrat 4; Medium Humanoid; HD 4d8+4;
Skull-Dugger Drawler
hp 28; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base CR 3; Medium Construct; HD 5d10+23; hp 50; Init +3 (-1 Dex,
Atk +3; Grp +4; Atk +4 melee (1d4+1/x2, letter opener); Full Atk +4 Improved Initiative); Spd 20 ft. (4 squares); AC 19 (-1 Dex,

224 Black Sails Over Freeport


- Dramatis Personae -
+10 natural), touch 9, flat-footed 20; Base Atk +3; Grp +7; Atk Tin Soldiers see Skull-Dugger Maulers.
+7 melee (1d6+4/19-20/x2, bonestabber); Full Atk +7 melee
(1d6+4/19-20/x2, bonestabber); Space/Reach: 5 ft./10 ft.; SQ: Typical Crewman/Crewwoman
Construct traits, damage reduction 10/adamantine, darkvision 60
ft., immunity to magic, low-light vision; AL CE; SV Fort +1, Ref CR 4; Male or Female Human Barbarian 4; Medium Humanoid;
+0, Will +1; Str 18, Dex 8, Con –, Int 15, Wis 11, Cha 15. HD 4d12+8; hp 34; Init +2 (+2 Dex); Spd 40 ft.; AC 15 (+2 Dex,
+3 Hide armor), touch 12, flat-footed 13; Base Atk +4; Grp +5;
Skills and Feats: Intimidate +6, Knowledge (engineering) +8, Atk +7 melee (1d8+2/19-20/x2, +1 cursed longsword of blood) or
Knowledge (etiquette) +8, Knowledge (fine arts) +8, Perform +5 melee (1d3+1/x2, unarmed strike); Full Atk +7 melee (1d8+2/
(sing) +6, Profession (teacher) +6; Improved Initiative, Toughness. 19-20/x2, +1 cursed longsword of blood) or +5 melee (1d3+1/x2,
unarmed strike); SA: Rage (2/day); SQ: Fast movement, trap sense
Skull-Dugger Hauler +1, Uncanny Dodge; AL CE; SV Fort +6, Ref +3, Will +3; Str 13,
CR 4; Medium Construct; HD 6d10+20; hp 53; Init -1 (-1 Dex); Dex 14, Con 15, Int 14, Wis 14, Cha 9.
Spd 20 ft. (4 squares); AC 19 (-1 Dex, +10 natural), touch 9, Rage: AC 13; Str 17, Con 19; Bonus to hit/damage +2; HP +8
flat-footed 20; Base Atk 4; Grp +13; Atk +13 melee (3d6+9, temporary; 7 round duration.
boneslapper); Full Atk +13 melee (3d6+9, 2 boneslappers);
Space/Reach: 5 ft./10 ft.; SQ Construct traits, damage reduction Skills and Feats: Balance +1, Climb +2, Hide +1, Intimidate +7,
10/adamantine, darkvision 60 ft., immunity to magic, low-light Jump +3, Listen +9, Move Silently +2, Search +4, Spot +6, Survival
vision; AL CE; SV Fort +2, Ref +1, Will +2; Str 29, Dex 8, Con –, +4, Tumble +3; Alertness, Track, Weapon Focus (longsword).
Int –, Wis 11, Cha 1
Possessions: +1 cursed longsword of blood, hide armor.
Skills and Feats: None.
Typical Daughter of Darkness
Skull-Dugger Mauler CR 1; Female Human Rogue 1; Medium Humanoid; HD 1d6; hp 6;
CR 10; Medium Construct; HD 12d10+20; hp 86; Init +6 (+2 Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 11 (+1 Dex),
Dex, +4 Improved Initiative); Spd 30 ft. (6 squares); AC 22 (+2 touch 11, flat-footed 10; Base Atk +0; Grp +0; Atk +0 melee (1d4/19-
Dex, +10 natural), touch 12, flat-footed 20; Base Atk +9; Grp 20/x2, dagger) or +0 melee (1d3/x2, unarmed strike); Full Atk +0
+16; Atk +16 melee (2d6+7/19-20/x2, boneblade) or +11 ranged melee (1d4/19-20/x2, dagger) or +0 melee (1d3/x2, unarmed strike);
(2d6+7/19-20/x2, bonespitter); Full Atk +16 melee (2d6+7/19- SA Sneak attack +1d6; SQ Trapfinding; AL NG; SV Fort +0, Ref +3,
20/x2, boneblade) or +11 ranged (2d6+7/19-20/x2, bonespitter); Will +0; Str 11, Dex 12, Con 11, Int 13, Wis 10, Cha 10.
Space/Reach: 5 ft./10 ft.; SQ Construct traits, damage reduction
Skills and Feats: Bluff +4, Diplomacy +4, Escape Artist +5,
10/adamantine, darkvision 60 ft., immunity to magic, low-light
Gather Information +4, Hide +5, Intimidate +4, Listen +3, Move
vision; AL CE; SV Fort +4, Ref +5, Will +4; Str 25, Dex 15, Con
Silently +5, Search +4, Sense Motive +3, Spot +5, Use Rope +3;
–, Int –, Wis 11, Cha 1.
Alertness, Improved Initiative.
Skills and Feats: None.
Possessions: dagger.
Striped-Shirted Sailor Typical Son of Zoltan
CR 2; Male Human Fighter 2; Medium Humanoid; HD 2d10; hp
CR 4; Male Human Barbarian 4; Medium Humanoid; HD
17; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15
4d12+12; hp 38; Init +2 (+2 Dex); Spd 40 ft.; AC 15 (+2 Dex, +3
(+3 Dex, +2 striped shirt), touch 13, flat-footed 12; Base Atk +2;
hide armor), touch 12, flat-footed 13; Base Atk +4; Grp +6; Atk
Grp +4; Atk +4 melee (1d8+2/19-20/x2, longsword); Full Atk +4
+8 melee (1d8+3/19-20/x2, +1 cursed longsword of blood), or +6
melee (1d8+2/19-20/x2, longsword); AL N; SV Fort +3, Ref +3,
melee (1d3+2/x2, unarmed strike); Full Atk +8 melee (1d8+3/19-
Will +4; Str 15, Dex 16, Con 11, Int 9, Wis 14, Cha 11.
20/x2, +1 cursed longsword of blood), or +6 melee (1d3+2/x2,
Skills and Feats: Intimidate +3, Profession (sailor) +3, Swim +7; unarmed strike); SA Rage (2/day); SQ Fast movement, trap sense
Alertness, Dodge, Improved Initiative, Iron Will. +1, uncanny dodge; AL CE; SV Fort +7, Ref +3, Will +3; Str 14,
Dex 15, Con 16, Int 16, Wis 14, Cha 11.
Possessions: Striped shirt, neckerchief, bottle of rum, piece of
eight, longsword. Rage: AC 13; Str 18, Con 20; Bonus to hit/damage +2; HP +8
temporary; 8 round duration.
Teddy Bear (Brown Bear) Skills and Feats: Balance +1, Climb +6, Hide +1, Intimidate +7, Jump
CR 5; Large Animal; HD 10d8+50; 105 hp; Init +1 (+1 Dex); +4, Listen +11, Move Silently +1, Search +5, Survival +6, Spot +6,
Spd 40 ft (8 squares); AC 15 (-1 size, +1 Dex, +5 natural), touch Survival +4, Tumble +3; Alertness, Track, Weapon Focus (longsword).
10, flat-footed 14; Base Atk +7; Grp +19; Atk +14 melee (2d6+8,
Possessions: +1 cursed longsword of blood, hide armor.
claw); Full Atk +14 melee (2d6+8, 2 claws) and +9 melee (2d6+4,
bite); Space/Reach: 10 ft./5 ft.; SA Improved grab; SQ Low-light
vision, scent; SV Fort +12, Ref +8, Will +4; Str 27, Dex 13, Con
White Gorilla
20, Int 2, Wis 12, Cha 6. Male Warrior 4; CR 6; Large Monstrous Humanoid; HD 9d8+21; hp
61; Init +2 (+2 Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC 18 (–1
Skills and Feats: Listen +6, Spot +9, Swim +12; Endurance, Run,
size, +3 Dex, +4 natural, +2 leather Armor), touch 12, flat-footed 15;
Track.
Base Atk +9; Grp +19; Atk +15 melee (1d6+6, claw) or +15 melee

Black Sails Over Freeport 225


- Dramatis Personae -
New Monsters
Skull-Duggers
Skull-Dugger Drawler Skull-Dugger Hauler Skull-Dugger Mauler
Medium Construct Medium Construct Medium Construct
Hit Dice: 5d10+23 (50 hp) 6d10+20 (53 hp) 12d10+20 (86 hp)
Initiative: +3 -1 +2 (+2 Dex)
Speed: 20 ft. (4 squares) 20 ft. (4 squares) 30 ft. (6 squares)
Armor Class: 19 (-1 Dex, +10 natural), 19 (-1 Dex, +10 natural), 22 (+2 Dex, +10 natural),
touch 9, flat-footed 19 touch 9, flat-footed 20 touch 12, flat-footed 20
Base Attack/Grapple: +3/+7 +4/+13 +9/+16
Attacks: Bonestabber +7 melee Boneslapper +13 melee Boneblade +16 melee
(1d6+4) (3d6+9) (2d6+7) or Bonepitters +11
ranged (2d6+7)
Full Attack: Bonestabber +7 melee 2 boneslappers +13 Boneblade +16 melee
(1d6+4) melee (3d6+9) (2d6+7) or Bonepitters +11
ranged (2d6+7)
Space/Reach: 5 ft./10 ft. 5 ft./10 ft. 5 ft./10 ft.
Special Attacks: n.a n.a n.a
Special Qualities: Construct traits, damage Construct traits, damage Construct Traits, Damage
reduction 10/ reduction 10/adamantine, Reduction 10/adamantine,
adamantine, darkvision darkvision 60 ft.; darkvision 60 ft.; Immunity
60 ft.; immunity to immunity to magic, low- to Magic, Low-light
magic, low-light vision light vision Vision;
Saves: Fort +1, Ref +0, Will +1 Fort +2, Ref +1, Will +2 Fort +4, Ref +5, Will +4
Abilities: Str 18, Dex 8, Con –, Int Str 29, Dex 8, Con –, Int Str 25, Dex 15, Con –, Int –,
15, Wis 11, Cha 15 –, Wis 11, Cha 1 Wis 11, Cha 1
Skills: Intimidate +6, Knowledge --- ---
(engineering) +8,
Knowledge (etiquette)
+8, Knowledge (fine
arts) +8, Perform +6,
Profession (teacher) +6
Feats: Improved Initiative, --- ---
Toughness
Environment: Any land Any land Any land
Organization: Any combination Any combination Any combination
Challenge Rating: 3 4 10
Treasure: None None None
Alignment: Same as creator Same as creator Same as creator
Advancement: 5-10 HD Medium 6-10 HD Medium 13-16 HD Medium

The Skull-Duggers are constructs created by Zoltan Zaska to police his pocket empire. The creatures come in three flavors:
Maulers, who are outfitted for combat; Haulers, who take on the drudgework of the island; and Drawlers, who supervise their
fellow automatons and instruct Zaska’s subjects.
The machines all look roughly the same: tall, glittering chrome skeletons capped by a ceramic skull. Their triple-jointed arms
extend to the ground, and a thick sheet of steel covers sensitive mechanisms in their chest.
Maulers have a blade affixed to their right hand, and the left fires a thick steel spike called a bonespitter. (Maulers have a
magazine of ten bolts to start. If they run out, and no reloads are available, they cannibalize fallen comrades to make more
missiles.) Maulers generally fire a round of bonespitters to soften up an enemy, and then they leap into hand-to-hand combat.
Haulers have two thick plates for hands, which they use to scoop up and carry off heavy loads. If attacked, they cry for help,
and then use their slap attacks to hold off opponents.
Drawlers, meanwhile, have carefully articulated hands that they use for doing fine repair work or for making points during
their tutoring sessions with the children of Zaska. If attacked, they, too, call for Maulers, but they can also lash out with their
repair tools (bonestabbers).

226 Black Sails Over Freeport


- Dramatis Personae -
(1d10+9/x3, greatclub) or +11 ranged touch (net, entangle); Full Atk
+15 melee (1d6+6, 2 claws) and +10 melee (1d8+3, bite) or +15/+10 The Island of
melee (1d10+9/x2, greatclub); Space/Reach 10 ft./10 ft.; SA Rend
2d6+12; SQ Low-light vision, scent; AL LE; SV Fort +8, Ref +7, Will
+6; Str 22, Dex 16, Con 14, Int 11, Wis 12, Cha 7.
the White Gorilla
Skills and Feats: Climb +16, Handle Animal +4, Intimidate +7, Ahunatum, Vampire
Jump +11, Listen +5, Spot +5; Alertness, Brachiateb, Exotic Female Human (Undead) Fighter 10, CR 12; Medium Undead
Weapon Proficiency (net), Power Attack, Toughness. (Augmented Humanoid) HD 10d12; hp 81; Init +9 (+5 Dex,
Possessions: Leather armor, greatclub, net, signal horn. +4 Improved Initiative); Spd 40 ft. (8 squares); AC 24 (+5 Dex,
+6 natural, +3 Bracers of Armor)/AC 25 (if fighting with two
weapons), touch 16, flat-footed 19; Base Atk +10; Grp +16; Atk
Wobbly Jelly Dessert (Gelatinous Cube) +16 melee (1d6+6 plus energy drain, slam) or +19 melee (1d8+8/
CR 5; Huge Ooze; HD 10d10+80; 135 hp; Init -5 (-5 Dex); Spd 15 19-20/x2, +2 longsword of wounding); Full Atk +16/+11 melee
ft (3 squares); AC 3 (-2 size, -5 Dex), touch 3, flat-footed 3; Base (1d6+6 plus energy drain, 2 slams) or +19 melee (1d8+8/19-20/x2,
Atk +7; Grp +15; Atk +7 melee (1d6 plus 1d6 acid, slam); Full +2 longsword of wounding) and +15/+12 melee (2d6+7/x2, hook
Atk +7 melee (1d6 plus 1d6 acid, slam); Space/Reach: 15 ft./10 of Yarash); Space/Reach: 5 ft./5 ft.; SA Blood drain, children of the
ft.; SA Acid, engulf, paralysis; SQ Blindsight 60 ft., immunity to night, create spawn, dominate, energy drain; SQ Alternate form,
electricity, ooze traits, transparent; SV Fort +11, Ref -2, Will -2; damage reduction 10/silver and magic, darkvision 60 ft., fast healing
Str 10, Dex 1, Con 26, INT --, Wis 1, Cha 1 5, gaseous form, resistance to cold and electricity 10, spider climb,
undead traits, +4 turn resistance; AL CE; Saves: Fort +7, Ref +9,
Skills and Feats: None.
Will +9; Str 22, Dex 20, Con –, Int 16, Wis 16, Cha 22.

Zoltan Zaska* Skills and Feats: Bluff +14, Climb, Craft (alchemy) +7, Handle
Animal +8, Hide +13, Intimidate +19, Jump +24, Listen +11,
CR 14; Male Ghoul Rogue 12; Medium Undead (Aquatic); HD Move Silently +13, Search +11, Sense Motive, Spot +11,
12d10; hp 100; Init +3 (+3 Dex); Spd 30 ft.; AC 23 (+3 Dex, +2 Swim; Expertise, Improved Initiative, Improved Two-Weapon
natural, +5 +3 leather armor of tumbling, +3 ring of protection), Fighting, Leadership, Mobility, Scoundrel’s Luck, Spring Attack,
touch 20, flat-footed 23; Base Atk +6; Grp +8; Atk +10 melee (1d6+4/ Two Weapon Defense, Two-Weapon Fighting, Weapon Focus
18-20/x2, +2 cutlass of speed) or +8 melee (1d6+2 plus paralysis, (longsword), Whirlwind Attack.
bite); Full Atk +10/+10 melee (1d6+4/18-20/x2, +2 cutlass of speed)
or +8 melee (1d6+2 plus paralysis, bite) and +3 melee (1d3+1 Possessions: Boots of striding and springing, bracers of armor
plus paralysis, 2 claws); Space/ Reach: 5 ft./5 ft.; SA Ghoul fever, +3, Jenny’s hatpin (+2 longsword of wounding), hook of Yarash
paralysis, sneak attack +6d6; SQ Darkvision 60 ft., evasion, improved (treat as a +1 sickle).
evasion, improved uncanny dodge, trapfinding, trap sense +4, +2 turn
resistance, uncanny dodge, undead traits; AL CE; SV Fort +4, Ref +7, Crud
Will +9; Str 15, Dex 16, Con --, Int 14, Wis 13, Cha 20. Male Goblin Cleric 8; CR 8; Small Humanoid; HD 8d8; hp 39;
Skills and Feats: Bluff +15, Climb +10, Craft (appraise) +10, Init +1 (+1 Dex); Spd 30 ft; AC 14 (+1 Dex, +1 Size, +2 bamboo
Diplomacy +15, Disable Device +9, Disguise +8, Escape Artist armor), touch 12, flat-footed 13; Base Atk +6; Grp +1; Atk +6 melee
+8, Gather Information +11, Hide +13, Intimidate +17, Jump +12, (1d4-1/x2, club with spiked shrunken head) or +8 ranged (1d4-1/x2,
Listen +12, Move Silently +11, Open Lock +9, Perform (sing) +11, bamboo shortspear); Full Atk +6/+1 melee (1d4-1/x2, club with
Search +10, Sense Motive +10, Sleight of Hand, Spot +12, Tumble spiked shrunken head) or +8 ranged (1d4-1/x2, bamboo shortspear);
+20, Use Magic Device +10; Dodge, Expertise, Martial Weapon SQ Darkvision 60 ft., turn or rebuke undead; AL N; SV Fort +6, Ref
Proficiency (cutlass), Mobility, Spring Attack, Whirlwind Attack. +3, Will +8; Str 8, Dex 13, Con 11, Int 12, Wis 15, Cha 14;

Possessions: +2 cutlass of speed; +3 leather armor of tumbling, Skills and Feats: Craft (alchemy) +4, Concentration +5,
ring of protection +3, pistol of Yarash. Diplomacy +7, Hide +7, Intimidate +6, Knowledge (arcana) +5,
Move Silently +7; Brew Potion, Enlarge Spell, Maximize Spell.
*Zoltan became undead by the act of the god Yarash. Unlike normal
ghouls, he retained his skills and feats from his former class of Rogue. Cleric Spells Prepared (6 / 5+1/ 4+1/3+1/2+1; Save DC is 12 +
the spell level; Domains: Animal and Magic): 0—detect magic,
Zombie guidance, light, purify food and drink, resistance, virtue; 1st—bless,
calm animal*, cause fear, command, detect evil, hide from undead;
CR 1; Medium Undead; HD 4d12; hp 22; Init +3 (+3 Dex); Spd 30 ft. 2nd—aid, augury, bull’s strength, consecrate, hold animal*; 3rd—
(6 squares); AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base bestow curse, daylight, dispel magic*, prayer; 4th— death ward,
Atk +2; Grp +6; Atk +6 melee (1d6+4, slam or +6 melee (1d6+5/19- giant vermin, imbue with spell ability*. *Indicates domain spell
20/x2, short sword) or +6 melee (1d8+7/x3, halberd); Full Atk +6 melee
(1d6+4, slam or +6 melee (1d6+5/19-20/x2, short sword) or +6 melee Possessions: Bamboo armor (treat as hide armor), small club with
(1d8+7/x3, halberd); Space/Reach: 5 ft./5 ft.; SQ Single actions only, spiked shrunken head, small bamboo shortspear.
damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV
Fort +1, Ref +4, Will +4; Str 21, Dex 16, Con --, Int --, Wis 10, Cha 1. Doctor Zayess
Skills and Feats: --; Toughness. Male Warrior 4; CR 6; Large Monstrous Humanoid; HD 9d8+9;
hp 49; Init +2 (+2 Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC
Possessions: Short sword, medium or halberd, medium. 18 (–1 size, +3 Dex, +4 natural, +2 leather Armor), touch 12,

Black Sails Over Freeport 227


- Dramatis Personae -
flat-footed 15; Base Atk +9; Grp +19; Atk +16 melee (1d6+6 Knowledge (war) +3, Listen +5, Search +3, Spot +4, Swim +7;
plus 1d6 electricity, +1 shocking burst necksticker) or +15 melee Cleave, Dodge, Expertise, Improved Critical (scimitar), Mobility,
(1d6+6, claw) or +15 melee (1d10+9/x3, greatclub) or +11 ranged Spring Attack, Weapon Focus (scimitar), Weapon Specialization
touch (net, entangle); Full Atk +16/+11 melee (1d6+6 plus 1d6 (scimitar), Whirlwind Attack.
electricity, +1 shocking burst necksticker) or +15 melee (1d6+6,
Possessions: 50 gp, aquamarine gem (500 gp), black pearl (500
2 claws) and +10 melee (1d8+3, bite) or +15/+10 melee (1d10+9/
gp), +3 sylvan scimitar, throwing axe (2); +4 leather armor,
x2, greatclub); Space/Reach 10 ft./10 ft.; SA Rend 2d6+12; SQ
backpack, grappling hook, belt pouch, hemp rope (50 ft.), signet
Darkvision 60 ft., low-light vision, scent; AL LE; SV Fort +8, Ref
ring, spyglass, whetstone, potion of heroism, potion of cure serious
+7, Will +6; Str 22, Dex 16, Con 12, Int 13, Wis 12, Cha 7.
wounds.
Skills and Feats: Climb +16, Handle Animal +4, Heal +8,
Intimidate +7, Jump +11, Listen +5, Spot +6; Alertness, Kann
Brachiateb, Exotic Weapon Proficiency (necksticker), Exotic
Weapon Proficiency (net), Skill Focus (Heal). Male White Gorilla Fighter 4; CR 6; Large Monstrous Humanoid;
HD 5d8+4d10+21; hp 73; Init +6 (+2 Dex, +4 Improved
Possessions: Leather armor, greatclub, net, signal horn, +1 Initiative); Spd 20 ft. (30 base, -10 breastplate) (4 squares),
shocking burst necksticker, medical kit, three vials of banana climb 5 ft. (15 base, -10 breastplate); AC 21 (–1 size, +3 Dex, +4
cream (treat as potion of cure moderate wounds, 5th-level caster, natural, +5 breastplate), touch 12, flat-footed 18; Base Atk +9; Grp
except victim must make a DC 15 Will save or else develop an +19; Atk +15 melee (1d6+6, claw) or +16 melee (1d10+11/x3,
unquenchable hunger for bananas thereafter). greatclub); Full Atk +15 melee (1d6+6, 2 claws) and +10 melee
(1d8+3, bite) or +16/+11 melee (1d10+11/x2, greatclub); Space/
Don-ka Reach 10 ft./10 ft.; SA Rend 2d6+12; SQ Darkvision 60 ft., low-
light vision, scent; AL LE; SV Fort +8, Ref +7, Will +6; Str 22,
Male Warrior 4; CR 6; Large Monstrous Humanoid; HD 9d8+21; hp
Dex 16, Con 14, Int 11, Wis 12, Cha 10.
61; Init +2 (+2 Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC 18 (–1
size, +3 Dex, +4 natural, +2 leather Armor), touch 12, flat-footed 15; Skills and Feats: Climb +16, Handle Animal +4, Intimidate +7,
Base Atk +9; Grp +19; Atk +15 melee (1d6+6, claw) or +15 melee Jump +11, Listen +5, Spot +5; Alertness, Brachiateb, Improved
(1d10+9/x3, greatclub) or +11 ranged touch (net, entangle); Full Atk Initiative, Leadership, Power Attack, Toughness, Weapon Focus
+15 melee (1d6+6, 2 claws) and +10 melee (1d8+3, bite) or +15/+10 (greatclub), Weapon Specialization (greatclub).
melee (1d10+9/x2, greatclub); Space/Reach 10 ft./10 ft.; SA Rend
Possessions: Breastplate, greatclub, signal horn.
2d6+12; SQ Darkvision 60 ft., low-light vision, scent; AL LE; SV Fort
+8, Ref +7, Will +6; Str 22, Dex 16, Con 14, Int 11, Wis 12, Cha 7.
King Gazzera, Dragon Turtle
Skills and Feats: Climb +16, Handle Animal +4, Intimidate +7,
Jump +11, Listen +5, Spot +5; Alertness, Brachiateb, Exotic CR 9; Huge Dragon (Aquatic); HD 12d12+60; hp 138; Init +0;
Weapon Proficiency (net), Power Attack, Toughness. Spd 20 ft. (4 squares), swim 30 ft.; AC 25 (-2 size, +17 natural),
touch 8, flat-footed 25; Base Atk +12; Grp +28; Atk +18 melee
Possessions: Leather armor, greatclub, net, signal horn. (4d6+8, bite); Full Atk +18 melee (4d6+8, bite) and +13 melee
(2d8+4, 2 claws); Space/Reach 15 ft./10 ft.; SA Breath weapon,
Haston (See Twins) snatch, capsize; SQ Darkvision 60 ft., immunity to fire, sleep, and
paralysis, low-light vision, scent; AL N; SV Fort +13, Ref +8, Will
Human Workers +9; Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12.
Male or Female Human Commoner 1; CR ½; Medium Humanoid; Skills and Feats: Diplomacy +3, Hide +7, Intimidate +16, Listen
HD 1d4-1; hp 3; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18
10; Base Atk +0; Grp +1; Atk +1 melee (1d3+1/x2, unarmed following tracks), Swim +21; Blind-fight, Cleave, Improved Bull
strike) or +0 ranged (1d3+1/x2, rock); AL N; SV Fort -1, Ref +0, Rush, Power Attack, Snatch.
Will +0; Str 12, Dex 11, Con 8, Int 11, Wis 10, Cha 8.
Skills and Feats: Climb +2, Craft (stoneworking) +1, Handle
MacDoall (See Twins)
Animal +0, Hide +1, Listen +3, Profession (miner) +2, Search +1,
Spot +3, Swim +2, Use Rope +1; Alertness, Endurance.
Mine Apes (White Gorilla Barbarians)
1st-Level Barbarian; CR 4; Large Monstrous Humanoid; HD
Jhondal, Moab’s Lieutenant
5d8+1d12+15; hp 44; Init +2 (+2 Dex); Spd 40 ft. (8 squares),
Male Half-Elf Fighter 8; CR 8; Medium Humanoid; HD 8d10+24; climb 15 ft.; AC 17 (-1 size, +2 Dex, +4 natural, +2 leather armor),
hp 81; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 19 (+3 Dex, touch 11, flat-footed 15; Base Atk +6; Grp +16; Atk + 12 melee
+6 +4 leather armor), touch 13, flat-footed 16; Base Atk +8; (1d6+6, claw) or +12 melee (1d12+9/x3, greataxe); Full Atk +12
Grp +12; Atk +16 melee (1d6+9 plus 1d6 outdoors/15-20/x2, +3 melee (1d6+6, 2 claws) and +7 melee (1d8+3, bite) or +12/+7
sylvan scimitar) or +11 ranged (1d6+4/x2, throwing axe); Full Atk melee (1d12+9/x3, greataxe); SA Rage (1/day), rend 2d6+12; SQ
+16/+11 (1d6+9 plus 1d6 outdoors/18-20/x2, +3 sylvan scimitar) Darkvision 60 ft., fast movement, low-light vision, scent; AL CE;
or +11/+6 ranged (1d6+4/x2, throwing axe); SQ half-elf traits, SV Fort +6, Ref +6, Will +5; Str 22, Dex 15, Con 14, Int 11, Wis
Elven Blood; AL LE; SV Fort +9, Ref +5, Will +3; Str 18, Dex 16, 12, Cha 10.
Con 16, Int 14, Wis 13, Cha 14.
Skills and Feats: Climb +14, Intimidate +5, Jump +11, Listen +5,
Skills and Feats: Balance +7, Climb +9, Craft (shipmaking) +5, Spot +5, Survival +5; Alertness, Brachiate, Toughness, Track.
Jump +11, Knowledge (boating) +3, Knowledge (nature) +3,

228 Black Sails Over Freeport


- Dramatis Personae -
Rage: Str 26, Con 18, Will +7, AC 15, +12 hit points, 7 rounds.
Possessions: Greataxe, leather armor. New Monster
Mongo, Enormous White Gorilla White Gorilla
CR 7;Large Monstrous Humanoid; HD 12d8+27; hp 81; Init +6 Large Monstrous Humanoid
(+2 Dex, +4 Improved Initiative); Spd 30 ft. (6 squares), climb
15 ft.; AC 16 [–1 size, +2 Dex, +4 natural, +1 for Improved Hit Dice: 5d8+18 (40 hp)
Natural Armor], touch 11, flat-footed 13; Base Atk +12; Grp +23; Initiative: +2 (+2 Dex)
Atk Claw +18 melee (1d8+7, claw) or +13 ranged (1d10+7/x2, Speed: 30 ft. (6 squares), climb 15 ft.
wooden barrels); Full Atk +18 melee (1d8+7, 2 claws) and +13 Armor Class: 17 (-1 size, +2 Dex, +4 natural, +2 leather
melee (1d8+3, bite) or +18/+13/+5 ranged (1d10+7/x2); Space/ armor), touch 11, flat-footed 15
Reach 10 ft./10 ft.; SA Rend 2d6+12; SQ: Darkvision 60 ft., low- Base Attack/Grapple: +5/+15
light vision, scent; AL LE; SV Fort +6, Ref +10, Will +9; Str 24, Attack: Claw +11 melee (1d6+6) or +11 melee (1d6+6/
Dex 15, Con 14, Int 8, Wis 12, Cha 10. x2, club)
Full Attack: 2 claws +11 melee (1d6+6) and +6 melee
Skills and Feats: Climb +18, Listen +5, Move Silently +10, Spot (1d8+3, bite) or +11 melee (1d6+6/x2, club)
+7; Alertness, Brachiateb, Improved Initiative, Improved Natural Space/Reach: 10 ft./10 ft.
Armor, Improved Natural Attack, Toughness. Special Attack: Rend 2d6+12
Special Qualities: Darkvision 60 ft., low-light vision,
Mutant Soldier scent
Saves: Fort +4, Ref +6, Will +5
Male Mutated Human Fighter 2; CR 2; Medium Humanoid; HD
Abilities: Str 22, Dex 15, Con 14, Int 11, Wis 12, Cha 10
2d10+10; hp 21; Init +6 (+2 Dex, +4 Improved Initiative); Spd
Skills: Climb +14, Intimidate +5, Jump +11, Listen +5,
30 ft. (6 squares); AC 16; (+2 Dex, +4 chain shirt), touch 12,
Spot +5
flat-footed 14; Base Atk +2; Grp +7; Atk +8 melee (1d10+7/x2,
Feats: Alertness, Brachiateb, Toughness
greatclub) or +4 ranged (1d6+5/x2, javelin; Full Atk +8 melee
(1d10+7/x2, greatclub) or +4 ranged (1d6+5/x2, javelin; AL LN; Environment: Any land
SV Fort +8, Ref +2, Will +0; Str 20, Dex 14, Con 20, Int 10, Wis Organization: Troop (4-9), band (10-100), tribe (40-400)
10, Cha 7. Challenge Rating: 3
Treasure: Standard
Skills and Feats: Climb +7, Intimidate +3, Jump +7, Swim
Alignment: Usually Lawful Evil
+4; Cleave, Improved Initiative, Power Attack, Weapon Focus
Advancement: By character class
(greatclub).
Level Adjustment: --
Possessions: Stone icon shaped like the Stone of the Heavens,
A white gorilla stands about 8 feet tall and weighs
greatclub, javelin (3), chain shirt, backpack, bedroll, grappling
from 700 to 1,200 pounds. They are intelligent, highly
hook, trail rations, waterskin (full).
organized creatures, and they are proficient with simple
weapons and light armor. White gorillas can speak
Sea Dogs Common. Most white gorillas advance as warriors.
Male Human Fighter 4; CR 4: Medium Humanoid; HD 4d10+8;
hp 35; Init +7; Spd 30 ft. (6 squares); AC 15, touch 13, flat-footed Combat
12; Base Atk +4; Grp +7; Atk +8 melee (1d6+3/18-20,cutlass);
While white gorillas often prefer to use manufactured
Full Atk +8 melee (1d6+3/18-20, cutlass); AL NE; SV Fort +6,
weapons when attacking, suppressing their more volatile
Ref +4, Will +2; Str 17, Dex 16, Con 15, Int 11, Wis 13, Cha 10.
animal heritage, they can rend an opponent with their
Skills and Feats: Climb +10, Jump +10, Profession (sailor) +3, claws and bite.
Swim +6; Cleave, Dodge, Improved Initiative, Mobility, Power
Rend (Ex): A white gorilla that hits with both claw
Attack, Weapon Focus (cutlass).
attacks latches onto the opponent’s body and tears the
Possessions: 23 gp, 18 sp, 27 cp; cutlass, leather armor; fishhook, flesh. This attack automatically deals an extra 2d6+12
pouch, belt, flask of liquor. points of damage.
Skills: White gorillas have a +8 racial bonus on Climb
Skrunk checks and can always choose to take 10 on Climb
Male Goblin Rogue 6; CR 6; Small Humanoid; HD 6d6+6; hp checks, even if rushed or threatened.
31, Init +2 (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +1 size, +3
masterwork improved bamboo armor), touch 13, flat-footed
16; Base +4; Grp -1; Atk +4 melee (1d4-1/x2, club with spiked Skills and Feats: Climb +6 , Craft (armorsmithing) +4, Craft
shrunken head) or +7 ranged (1d4-1/x2, bamboo shortspear); Full (demolitions) +8, Craft (locksmithing) +4, Craft (pottery) +4,
Atk +4 melee (1d4-1/x2, club with spiked shrunken head) or +7 Craft (stonemasonry) +4, Craft (trapmaking) +11, Diplomacy +9,
ranged (1d4-1/x2, bamboo shortspear); SA Sneak attack +3d6; Disable Device +9, Escape Artist +5, Hide +13, Listen +5, Move
SQ Darkvision 60 ft., evasion, trapfinding, trap sense +2, uncanny Silently +13, Open Lock +6, Search +8, Survival +8, Spot +6,
dodge; AL N; SV Fort +3, Ref +7, Will +2; Str 8, Dex 15, Con 12, Tumble +5, Use Magic Device +2, Use Rope +5; Alertness, Point
Int 16, Wis 11, Cha 10. Blank Shot, Track.

Black Sails Over Freeport 229


- Dramatis Personae -
Possessions: Masterwork improved bamboo armor (treat bamboo Skills and Feats: Climb +16, Handle Animal +4, Intimidate +7,
as hide armor, small club with spiked shrunken head, small Jump +11, Listen +5, Spot +5; Alertness, Brachiateb, Exotic
bamboo shortspear. Weapon Proficiency (necksticker), Exotic Weapon Proficiency
(net), Toughness.
Squeegee, Gorilla Foreman Possessions: Leather armor, greatclub, net, signal horn.
Male White Gorilla Warrior 1: CR 4; Large Monstrous Humanoid;
HD 6d8+15; hp 42; Init +2 (+2 Dex)0; Spd 30 ft. (6 squares), Zombie
Climb 15 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-
CR 1; Medium Undead; HD 4d12; hp 22; Init +3 (+3 Dex); Spd 30
footed 13; Base Atk +6; Grp +14; Atk +11 melee (1d6+6, claw)
ft. (6 squares); AC 15 (+3 Dex, +2 natural), touch 13, flat-footed
or +11 melee (1d3+6, whip); Full Atk +11 melee (1d6+6, 2 claws)
12; Base Atk +2; Grp +6; Atk +6 melee (1d6+4, slam or +6 melee
and +6 melee (1d6+3, bite) or +11/+6 melee (1d3+6, whip) ;
(1d6+5/19-20/x2, short sword) or +6 melee (1d8+7/x3, halberd);
Space/Reach: 10 ft./10 ft.; SA Rend 2d6+12; SQ Darkvision 60
Full Atk +6 melee (1d6+4, slam or +6 melee (1d6+5/19-20/x2,
ft., low-light vision, scent; AL LE; SV Fort +6, Ref +6, Will +5;
short sword) or +6 melee (1d8+7/x3, halberd); Space/Reach: 5
Str 22, Dex 15, Con 14, Int 10, Wis 12, Cha 10.
ft./5 ft.; SQ Single actions only, damage reduction 5/slashing,
Skills and Feats: Climb +20, Jump +7, Listen +8, Spot +11; darkvision 60 ft., undead traits; AL NE; SV Fort +1, Ref +4, Will
Alertness, Brachiateb, Toughness, Exotic Weapon Proficiency +4; Str 21, Dex 16, Con --, Int --, Wis 10, Cha 1.
(whip).
Skills and Feats: --; Toughness.
Possessions: Whip, signal horn.
Possessions: Short sword, medium or halberd, medium.
Twins (MacDoall and Haston)
Male Human Commoner 3; CR 2; Medium Humanoid; HD 3d4; Crystal Lake Island and the
hp 9; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-
footed 10; Base Atk +1; Grp +2; Atk +2 melee (1d4+1/19-20/x2, Stone of the Heavens
dagger); Full Atk +2 melee (1d4+1/19-20/x2, dagger); AL N; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 13, Con 10, Int 15, Wis 15, Addie
Cha 14.
Male Human Commoner 3; CR 2; Medium Humanoid; HD 3d4; hp
Skills and Feats: Handle Animal +5, Heal +3, Hide +5.5, Jump +6, 9; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed
Move Silently +2, Open Lock +3, Profession (basket weaver) +6, 10; Base Atk +1; Grp -1; Atk -1 melee (1d3-1/x2, unarmed strike);
Swim +6, Use Rope +5; Endurance, Iron Will, Skill Focus (Hide). Full Atk -1 melee (1d3-1/x2, unarmed strike); AL N; SV Fort +1, Ref
+3, Will +3; Str 9, Dex 15, Con 11, Int 14, Wis 14, Cha 13.
Possessions: Dagger.
Skills and Feats: Craft (weaponsmithing) +11, Handle Animal +7,
Typical Goblin Villager Listen +8, Profession (weaponsmith) +8, Spot +8; Dodge, Run,
Skill Focus: [Craft (weaponsmithing)].
CR 1/3; Small Humanoid; HD 1d8+1; hp 5; Init +1 (+1 Dex); Spd
30 ft (6 squares); AC 14 (+1 Dex, +1 size, +2 bamboo armor), Possessions: Peasant’s outfit.
touch 12, flat-footed 13; Base Atk +1; Grp -3; Atk +1 melee
(1d4/x2, club with spiked shrunken head) or +2 ranged (1d4/x2, Ape Mutant
bamboo shortspear); Full Atk +1 melee (1d4/x2, club with spiked
CR 3; Large Mutated Human/Animal; HD 8d8+16; hp 52; Init +2
shrunken head) or +2 ranged (1d4/x2, bamboo shortspear); SQ
(+2 Dex); Spd 30 ft. (6 squares), Climb 30 ft.; AC 14 (-1 size, +2
Darkvision 60 ft.; AL N; SV Fort +3, Ref +1, Will -1; Str 11, Dex
Dex, +3 natural), touch 11, flat-footed 12; Base +6; Grp +16; Atk
13, Con 12, Int 10, Wis 9, Cha 6.
+11 melee (1d6+6, claw); Full Atk +11 melee (1d6+6, 2 claws)
Skills and Feats: Hide+4, Listen +3, Move Silently +5, Ride +4, and +6 melee (1d6+3, bite); Space/Reach 10 ft./10 ft.; SQ Low-
Spot +3; Alertness. light vision, scent; AL N; SV Fort +8, Ref +8, Will +5; Str 22, Dex
15, Con 14, Int 10*, Wis 12, Cha 7.
Posessions: Bamboo armor (treat as hide armor), small club with
spiked shrunken head, small bamboo shortspear. *Although intelligent, this mutant cannot speak; he does
understand Common, however.
White Gorilla Skills and Feats: Climb +19, Listen +11, Spot +12; Alertness, Iron
Male Warrior 4; CR 6; Large Monstrous Humanoid; HD 9d8+21; Will, Power Attack.
hp 61; Init +2 (+2 Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC
18 (–1 size, +3 Dex, +4 natural, +2 leather Armor), touch 12, flat- Ararog
footed 15; Base Atk +9; Grp +19; Atk +15 melee (1d6+6, claw)
Male Mutated Four-Armed Human Adept 5; CR 4; Medium
or +15 melee (1d10+9/x3, greatclub) or +15 melee (1d6+9/x2,
Humanoid; HD 5d6-10; hp 20; Init +0; Spd 20 ft. (due to weak
necksticker) or +11 ranged touch (net, entangle); Full Atk +15
constitution) (4 squares); AC 10, touch 10, flat-footed 10; Base
melee (1d6+6, 2 claws) and +10 melee (1d8+3, bite) or +15/+10
Atk +2; Grp +5; Atk +5 melee (1d3+3/x2, unarmed strike); Full
melee (1d10+9/x2, greatclub) or +15/+10 melee (1d6+9/x2,
Atk +5/+3/+3/+3 (1d3+3/x2, unarmed strike); Space/Reach: 5 ft./5
necksticker); Space/Reach 10 ft./10 ft.; SA Rend 2d6+12; SQ
ft.; AL CG; SV Fort -1, Ref +1, Will +9; Str 17, Dex 10, Con 7, Int
Low-light vision, scent; AL LE; SV Fort +8, Ref +7, Will +6; Str
20, Wis 20, Cha 10.
22, Dex 16, Con 14, Int 11, Wis 12, Cha 7.

230 Black Sails Over Freeport


- Dramatis Personae -
*Note: Ararog can attack four times per round as a full action masterwork small light repeating crossbow, small); Full Atk
because of his mutated arms. +10/+5 melee (1d4 plus poison/19-20/x2, masterwork small
short sword) or +14/+9 ranged (1d6+2 plus poison/19-20/x2,
Skills and Feats: Concentration +6, Handle Animal +13, Heal +13,
masterwork small light repeating crossbow, small) SA Poison use,
Knowledge (boating) +11, Knowledge (local) +13, Knowledge
spell-like abilities at will: darkness, ghost sound.( 1/day), daze
(sea lore) +11, Sense Motive +7, Spellcraft +13, Survival +13;
(DC 13), sound burst (DC 15), sneak attack +1d6; SQ Madness,
Improved Unarmed Strike, Multiattack, Scribe Scroll.
spell resistance 15, vulnerability to sunlight; AL CE; SV Fort +6,
Adept Spells Prepared (3 /4/ 2; DC 15 + spell level): 0 –create water, Ref +6, Will +7; Str 11, Dex 14, Con 13, Int 10, Wis 5, Cha 16.
cure minor wounds, purify food and drink; 1st –burning hands, detect
Skills and Feats: Climb +3, Bluff +5, Hide +10, Intimidate +8,
evil (x2), protection from evil; 2nd – bull’s strength, web.
Listen +1, Move Silently +8; Blind-Fight, Improved Initiative,
Possessions: A carved jade icon of Mutos (500 gp), parchment Point Blank Shot, Precise Shot, Weapon Focus (light repeating
(sheet), shaman’s robes, wooden holy symbol of Mutos, healer’s crossbow), Weapon Specialization (light repeating crossbow).
kit, waterskin (full), belt pouch, ink (vial), inkpen.
Possessions: 125 gp, masterwork small short sword, masterwork
small light repeating crossbow, repeating bolts (30), studded leather
Bennie armor, buckler, backpack, manacles, greenblood oil poison (5 doses).
Male Human Commoner 2; CR 1; Medium Humanoid; HD 2d4-4;
hp 3; Init -2 (-2 Dex); Spd 30 ft.; AC 8 (-2 Dex), touch 8, flat- Dire Rat
footed 8; Base Atk +1; Grp +1; Atk +1 melee (1d3/x2, unarmed
CR 1; Medium Animal; HD 6d8+15; hp 42; Init +3 (+3 Dex); Spd
strike); AL N; SV Fort -2, Ref -2, Will +1; Str 10, Dex 6, Con 7,
40 ft. (8 squares), climb 20 ft.; AC 13 (+3 Dex, +1 natural); Base
Int 17, Wis 13, Cha 12.
Atk +4; Grp +6; Atk +7 melee (1d6+2 plus disease, bite); Full Atk
Skills and Feats: Craft (leatherworking) +11, Listen +6, Profession +7 melee (1d6+2 plus disease, bite); SA Disease; SQ Low-light
(tanner) +6, Spot +6, Swim +5, Use Rope +3; Run, Skill Focus: vision, scent; AL N; SV Fort +7, Ref +8, Will +3; Str 14, Dex 16,
[Craft (leatherworking)]. Con 14, Int 1, Wis 12, Cha 4.

Possessions: Peasant’s outfit. Skills and Feats: Climb +11, Hide +4, Listen +5, Move Silently
+6, Spot +6, Swim +11; Alertness, Improved Natural Attack,
Chaos Beast Toughness, Weapon Finesse.

CR 9; Medium Outsider (Chaotic, Extraplanar); HD 12d8+12; Dreck, Devil, Imp


hp 66; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft. (4
squares); AC 18 (+2 Dex, +5 natural, +1 Improved Natural CR 2; Tiny Outsider (Evil, Extraplanar, Lawful); HD 3d8; hp 13; Init
Armor), touch 12, flat-footed 16; Base Atk +12; Grp +14; Atk +3 (+3 Dex); Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 26 (+2
+14 melee (1d3+2 plus corporeal instability, claw); Full Atk +14 size, +3 Dex, +5 natural, +6 natural for 11th level master), touch 15,
melee (1d3+2 plus corporeal instability, 2 claws); SA Corporeal flat-footed 23; Base Atk +3; Grp -5; Atk +8 melee (1d4 plus poison,
instability; SQ Darkvision 60 ft., immunity to critical hits and sting); Full Atk +8 melee (1d4 plus poison, sting); Space/Reach: 2
transformation, spell resistance 15; AL CN; SV Fort +9, Ref +10, ½ ft./0 ft.; SA Poison, spell-like abilities: at will detect good, detect
Will +8; Str 14, Dex 14, Con 13, Int 10, Wis 10, Cha 10. magic, invisibility (self only), 1/day suggestion (DC 15); SQ Alternate
Form, damage reduction 5/good or silver, darkvision 60 ft., fast
Skills and Feats: Climb +17, Escape Artist +17, Hide +17, healing 2, immunity to poison, resistance to fire 5; AL LE; SV Fort
Jump +19, Listen +15, Search +15, Spot +15, Survival +15 (+8 +3, Ref +6, Will +4; Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 14.
following tracks), Tumble +19; Dodge, Improved Natural Armor,
Improve Initiative, Mobility. Skills and Feats: Diplomacy +8, Hide +17, Listen +7, Move
Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3
Clay Golem following tracks); Dodge, Weapon Finesse.

CR 10; Large Construct; HD 11d10 +30; hp 90; Init -1 (-1 Dex); Special Familiar Abilities: Alertness, Improved Evasion, Share
Spd 20 ft. (4 squares); AC 22 (-1 size, -1 Dex, +14 natural], touch Spells, Empathic Link, Deliver Touch Spells, Speak with Master.
8, flat-footed 22; Base Atk +8; Grp +19; Atk +14 melee (2d10+7
plus cursed wounds, slam); Full Atk +14 melee (2d10+7 plus Ettin
cursed wounds, 2 slams); Space/Reach: 10 ft./10 ft.; SA Berserk,
CR 6; Large Giant; HD 10d8+20; hp 65; Init +3 (-1 Dex, +4
cursed wounds; SQ Construct traits, damage reduction 10/
Improved Initiative); Spd 30 ft. in hide armor (6 squares), base
adamantine and bludgeoning, darkvision 60 ft., haste, immunity
speed 40 ft.; AC 18 (-1 Dex, -1 size, +7 natural, +3 Hide armor),
to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str
touch 8, flat-footed 18; Base Atk +7; Grp +17; Atk +12 melee
25, Dex 9, Con –, Int –, Wis 11, Cha 1.
(2d6+6/x2, large morningstar) or +5 ranged (1d8+6/x2, large
javelin); Full Atk +12/+7 melee (2d6+6/x2, 2 large morningstars)
Derro Torturer or +5/+5 ranged (1d8+6/x2, javelin); Space/Reach: 10 ft./10 ft.; SQ
Male Derro Fighter 5, Small Monstrous Humanoid, CR 8; HD Low-light vision, superior two-weapon fighting; AL CE; SV Fort
3d8+ 5d10+8; hp 61; Init +6 (+2 Dex, +4 Improved Initiative); +9, Ref +2, Will +5; Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11.
Spd 20 ft. (4 squares); AC 19 (+1 size, +2 Dex, +2 natural, +3 Skills and Feats: Listen +10, Search +1, Spot +10; Alertness,
studded leather, +1 buckler), touch 13, flat-footed 17; Base Atk +9; Improved Initiative, Iron Will, Power Attack.
Grp +4; Atk +10 melee (1d4 plus poison/19-20/x2, masterwork
small short sword) or +14 ranged (1d6+2 plus poison/19-20/x2, Possessions: Large morningstar (2), large javelin (2), hide armor.

Black Sails Over Freeport 231


- Dramatis Personae -
New Monster
Fishman Mutant
Medium Magical Beast
Hit Dice: 6d10+24 (60 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), swim 60 ft. (12 squares)
Armor Class: AC 20 (+5 Dex, +5 scaly skin natural armor), touch 15, flat-footed 15
Base Attack/Grapple: +6/+9
Attack: Tentacle Arm +9 melee (1d4+3)
Full Attack: 2 Tentacles +9 melee (1d4+3) and Atk Bite +4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict 1d6+3, Swimming Leap
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +9, Ref +11, Will +4
Abilities: Str 16, Dex 20, Con 18, Int 10, Wis 10, Cha 5
Skills: Hide +11*, Listen +6*, Spot +6*
Feats: Improved Initiative, Improved Natural Attack (bite), Iron Will
Environment: Temperate aquatic
Organization: Solitary or gang (depends on size of treasure hoard)
Challenge Rating: 5
Treasure: None
Alignment: Chaotic evil
Advancement: 7-10 HD Medium
The fishman mutants inhabit the waters about a mile out from Crystal Lake Island. They are Lake People who underwent a
terrible transformation that caused them to grow gills on their necks, scales on their bodies, and octopus-like suckers under
their arms. They also have a double row of vicious teeth. As it grew too uncomfortable for them to remain on shore in the open
air, they took to the seas. The ordeal has warped their minds, and they are now ruthless killers seeking only to drag victims
below the waves to be drowned and eaten.

Combat
Fishmen are excellent swimmers, as their mutation has given them webbed feet and hands. They also suffer no penalties for
attacking underwater, although their claw attacks deal no damage and only allow them to draw victims toward their mouths to
be eaten. When out of the water, fishmen attempt to hit an opponent with their arms so that they can draw them into the water
to drown or toward their mouths to be eaten. If a Fishman remains out of the water for more than five minutes, his scales begin
to dry out, and he takes 1d6 damage per round.
Improved Grab (Ex): To use this ability, the fishman must hit a medium-size or smaller opponent with both of his tentacle attacks.
Constrict (Ex): If both of the fishman’s tentacle attacks hit, and he makes a successful grapple check, his opponent is drawn
toward his mouth, allowing the fishman to automatically deal bite damage every round the grapple is maintained. Instead of
making the bite attack, the fishman may attempt another grapple to drag its victim under the water.
Swimming Leap (Ex): The fishmen have developed the ability to make a surprise leap out of the water onto passing vessels. By swimming
at great speed, they propel themselves out of the water up to a height of 50 feet! The fishmen commonly surround an unsuspecting ship and
then leap on board from all sides at once. To accomplish this feat without missing their mark, the Fishman must make a Dex check (DC 15).
If successful they can attack in the same round and the attack is considered a charge. If they fail, they are flat-footed.
Skills: Fishmen receive a +4 racial bonus to Hide, Listen, and Spot checks when underwater and a -4 penalty when out of the water.

Ettin Child javelin); Space/Reach: 5 ft./5 ft.; SQ Low-light vision, superior


two-weapon fighting; AL CE; SV Fort +6, Ref +0, Will +1; Str 23,
CR 3; Medium Giant; HD 5d8+10; hp 32; Init +3 (-1 Dex, +4 Dex 8, Con 15, Int 6, Wis 10, Cha 11.
Improved Initiative); Spd 30 ft. in hide armor, base 40 ft.; AC
16 (-1 size, -1 Dex, +5 natural armor, +3 Hide armor), touch 8, Skills and Feats: Listen +7, Search +2, Spot +7; Alertness,
flat-footed 16; Base Atk +3; Grp +9; Atk +9 melee (1d8+6/x2, Improved Initiative.
morningstar) or +2 ranged (1d6+6/x2, javelin); Full Atk +9/+4 Possessions: Morningstar, medium (2), Javelin, medium (2), hide
melee (1d8+6/x2, 2 morningstars) or +2/+2 ranged (1d6+6/x2, armor.

232 Black Sails Over Freeport


- Dramatis Personae -
Fishman Mutants Garros
CR 5; Medium Magical Beast (Aquatic); HD 6d10+24; hp 60; Male Mutated Human Warrior 3; CR 2; Medium Humanoid; HD
Init +9 (+5 Dex, +4 Improved Initiative); Spd 20 ft. (4 squares), 3d8+6; hp 19; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.
swim 60 ft; AC 20 (+5 Dex, +5 natural), touch 15, flat-footed 15; (6 squares); AC 12 (+2 Dex), touch 12; flat-footed 10; Base Atk
Base Atk +6; Grp +9; Atk +9 melee (1d4+3, tentacle); Full Atk +9 +3; Grp +6; Atk +6 melee (1d6+3/x2, unarmed strike); Full Atk
melee (1d4+3, 2 tentacles) and +4 melee (1d8+1, bite); Space/ +6/+1 melee (1d6+3/x2, unarmed strike); Space/Reach: 5 ft./5 ft.;
Reach: 5 ft./5 ft.; SA Improved grab, constrict 1d6+3, swimming SQ: Scent*; AL N; SV Fort +5, Ref +3, Will +1; Str 16, Dex 14,
leap; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +9, Con 14, Int 14, Wis 11, Cha 10.
Ref +11, Will +4; Str16, Dex 20, Con 18, Int 10; Wis 10; Cha 5.
*Note: Garros’ mutation has given him the scent special quality,
Skills and Feats: Hide +11*, Listen +6*, Spot +6*; Improved an extra attack with his other hand, and improved damage with his
Initiative, Improved Natural Attack (bite), Iron Will. unarmed attack.
*Fishmen get a +4 racial bonus to these scores when underwater Skills and Feats: Climb +9, Handle Animal +6, Intimidate +6,
and a -4 penalty when out of the water. Jump +9, Swim +9; Dodge, Improved Initiative, Improved
Unarmed Strike.
Forger
Male Four-Armed, Four-Legged Mutant; CR 12; Huge Monstrous
Gaspar
Humanoid; HD 13d8+52; hp 110; Init +2 (+2 Dex); Spd 40 ft. (8 Male Human Conjurist 6; CR 6; Medium Humanoid; HD 6d4+15;
squares); AC 22 (+2 Dex, +10 natural), touch 12, flat-footed 20; hp 31; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft. (6
Base Atk +13; Grp +33; Atk +23 melee (2d6+12/x3, masterwork squares); AC 17 (+3 Dex, +3 for amulet of natural armor +3),
large warhammer); Full Atk +23 (2d6+12/x3, masterwork large touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +5 melee
warhammer) and +21/+21/+21melee (2d6+6/x3, masterwork large (1d6+1/x2, masterwork quarterstaff); Full Atk +5 melee (1d6+1/
warhammer); Space/Reach: 15 ft./15 ft.; AL CE; SV Fort +12, Ref x2, masterwork quarterstaff); AL NE; SV Fort +4, Ref +5, Will +6;
+10, Will +5; Str 34, Dex 15, Con 18, Int 12, Wis 12, Cha 7. Str 12, Dex 16, Con 15, Int 17, Wis 12, Cha 9.
Skills and Feats: Craft (armorsmithing) +6, Craft (blacksmithing) Skills and Feats: Concentration +11, Craft (alchemy) +12,
+8, Craft (metalworking) +6, Craft (weaponsmithing) +8; Cleave, Decipher Script +12, Knowledge (arcana) +9, Knowledge (nature)
Dodge, Power Attack, Multiweapon Fighting. +5, Knowledge (planes) +5, Move Silently +6, Profession
(herbalist) +6, Profession (sailor) +4, Spellcraft +12; Brew Potion,
Possessions: Masterwork large warhammer (4).
Combat Casting, Craft Wondrous Item, Improved Initiative, Scribe
Scroll, Toughness.
Gabriella, Priestess of the Ancestors
Wizard Spells Prepared (5/5/8*/4; DC 13 + spell level; Specialist
Female Human Cleric 9: CR 9; Medium Humanoid; HD 9d8+9; hp 63; School: Conjuration, No Necromancy/Enchantment); 0—detect
Init +8 (+4 Dex, +4 Improved Initiative; Spd 30 ft.; AC 19 (+4 Dex, +2 magic (x2), flare, ray of frost*, read magic; 1st –grease, mage
bracers of armor, +3 ring of protection), touch 19, flat-footed 15; Base armor*, magic missile, obscuring mist, protection from good; 2nd
Atk +6; Grp +9; Atk +12 melee (1d6+5 plus 1d6 electrical damage/x2, – acid arrow (x2), hypnotic pattern, mirror image, protection from
+2 shocking shortspear) or +10 ranged (5d6 lightning bolt, javelin of arrows, summon monster II* (x2), summon swarm; 3rd –fireball,
lightning); Full Atk +12/+7 melee (1d6+5 plus 1d6 electrical/x2, +2 flame arrow*, sleet storm, summon monster III.
shocking shortspear); SQ Rebuke undead; AL LE; SV Fort +7, Ref +7,
Will +8; Str 16, Dex 18, Con 12, Int 13, Wis 15, Cha 18. *Indicates specialist spell or ring of wizardry bonus
Skills and Feats: Concentration +13, Diplomacy +16, Knowledge Spellbook: 0— acid splash, arcane mark, dancing lights, detect
(arcana) +6, Knowledge (religion) +7, Sense Motive +7, Spellcraft magic, detect poison, flare, light, mage hand, mending, open/close,
+8; Dodge, Extend Spell, Improved Initiative, Leadership, Weapon prestidigitation, ray of frost, read magic, resistance 1st – grease,
Focus (shortspear). mage armor, magic missile, obscuring mist, protection from good,
protection from law, summon monster I, unseen servant; 2nd – acid
Cleric Spells Prepared: (Clr 6/ 5+1/ 5+1/ 3+1/ 2+1/1+1; DC 12 arrow, hypnotic pattern, mirror image, protection from arrows,
+ spell level: Domains: Air and Water); 0—cure minor wounds summon monster II, summon swarm; 3rd – fireball, flame arrow,
(x3), detect magic, guidance, resistance; 1st - bless, cause fear, magic circle against good, sleet storm, summon monster III.
divine favor, obscuring mist*, sanctuary, shield of faith; 2nd – cure
moderate wounds, fog cloud*, hold person, silence, undetectable Possessions: 15 gp, gold ring with ruby (200 gp), golden circlet
alignment, zone of truth; 3rd - bear’s endurance (Extend Spell with four aquamarines (375 gp), masterwork quarterstaff, dark
Feat), dispel magic, gaseous form*, summon monster III; 4th blue wizard’s robe, backpack, ink (vial), inkpen, parchment,
- control water*, divine power, summon monster IV; 5th – ice waterskin (full), spellbook, spell component pouch; ring of
storm*, insect plague. *Indicates domain spell wizardry (II), amulet of natural armor +3, potion of cure serious
wounds (CL5), potion of cat’s grace (CL6).
Possessions: 100 Shell pieces, diamond (250 gp), holy symbol of
the Ancestors shaped like the Stone of the Heavens, +2 shocking
shortspear, javelin of lightning (2), backpack, candle, belt pouch,
Gelugon (Ice Devil)
spyglass, ink vial, inkpen, spell component pouch, bracers of Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 14d8+84;
armor +2, ring of protection +3, potion of cure moderate wounds hp 147; Init +5; Spd 40 ft. (8 squares).; AC 32 (-1 size, +5 Dex,
(CL 5), potion of cure moderate wounds (CL5). +18 natural), touch 14, flat-footed 27; Base Atk +14; Grp +24; Atk

Black Sails Over Freeport 233


- Dramatis Personae -
+20 melee (2d6+9/x3 plus slow, spear) or +19 melee (1d10+6, Possessions: 66 gp, blue diamond (790 gp), +1 anarchic
claw); Full Atk +20/+15/+10 (2d6+9/x3 plus slow, spear) and +14 longsword, light crossbow, drow poisoned bolts (20), spell
melee (2d6+3, bite) and +14 melee (3d6+3 plus slow, tail) or +19 component pouch, noble’s outfit, ring of force shield, potion
melee (1d10+6, 2 claws) and +14 melee (3d6+3, bite) and +14 of cure serious wounds (CL5), potion of heroism, potion of
melee (3d6+3 plus slow, tail); Space/Reach: 10 ft./10 ft.; SA Fear swimming (CL5), boots of speed.
aura, slow, spell-like abilities: at will cone of cold (DC 20), fly, ice
storm, (DC 19), greater teleport (self +50 pounds of objects only), Girallon
persistent image (DC 20), unholy aura (DC 23 ), wall of ice (DC
19), summon devil; SQ Damage reduction 10/good, darkvision CR 7; Large Magical Beast; HD 10d10+26; 81 hp; Init +4 (+4 Dex);
60 ft., immunity to fire and poison, resistance to acid and cold 10, Spd 40 ft. (8 squares), climb 40 ft.; AC 17 (-1 size, +4 Dex, +4
regeneration 5, see in Darkness, spell resistance 25, telepathy 100 natural), touch 13, flat-footed 13; Base Atk +10; Grp +20; Atk +15
ft.; AL LE; SV Fort +15, Ref +14, Will +15; Str 23, Dex 21, Con melee (1d4+6, claw); Full Atk +15 melee (1d4+6, 4 claws) and +13
23, Int 22, Wis 22, Cha 20. melee (1d8+3, bite); Space/Reach: 10 ft./10 ft.; SA Rend (2d4+9);
SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +9, Ref
Skills and Feats: Bluff +22, Climb +23, Concentration +23, +11, Will +6; Str 22, Dex 18, Con 14, Int 2, Wis 12, Cha 7.
Diplomacy +9, Disguise +5, (+7 acting), Intimidate +24,
Jump +27, Knowledge (arcana) +23, Knowledge (planes) +23, Skills and Feats: Climb +15, Move Silently +9, Spot +7; Iron Will,
Knowledge (religion) +23, Listen +25, Move Silently +22, Search Power Attack, Toughness (2).
+23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6
(+8 following tracks); Alertness, Cleave, Combat Reflexes, Power Gordon
Attack, Weapon Focus (spear). Male Human Commoner 1: CR ½; Medium Humanoid; HD
1d4+3; hp 5; Init +1 (+1 Dex); Spd 30 ft.(6 squares); AC 11 (+1
General Hani’Barakas Dex), touch 11, flat-footed 10; Base Atk +0; Grp +1; Atk +1
Male Drow Rogue 2/Evoker 3/Fighter 3; CR 10; Medium melee (1d3+1/x2, unarmed strike); Full Atk +1 melee (1d3+1/x2,
Humanoid; HD 5d6+ 3d10+20; hp 61; Init +9 (+5 Dex, +4 unarmed strike); AL N; SV Fort +3, Ref +1, Will +2; Str 13, Dex
Improved Initiative); Spd 30 ft.; AC 17 (+5 Dex, +2 for ring 12, Con 16, Int 11, Wis 14, Cha 17.
of force shield), touch 17, flat-footed 12; Base Atk +5; Grp +9; Skills and Feats: Craft (woodcarving) +4, Listen +5, Profession
Atk +11 melee (1d8+5 plus 2d6 vs. lawful opponents/19-20/x2, (woodcutter) +6, Spot +6; Run, Skill Focus [Craft (woodcarving)].
+1 anarchic longsword) or +10 ranged (1d8 plus poison (Fort
save DC 13 or unconscious for 1 minute; second Fort save DC Possessions: Peasant’s outfit.
13 or unconscious for 2d4 hours), light crossbow); Full Atk
+11 melee (1d8+5 plus 2d6 vs. lawful opponents/19-20/x2, +1 Grab Grass
anarchic longsword) or +10 ranged (1d8 plus poison (Fort save CR 5; Large Plant; HD 10d8+30; hp 75; Init +0; Spd Immobile;
DC 13 or unconscious for 1 minute; second Fort save DC 13 or AC 9 (-1 size), touch 9, flat-footed 9; Base Atk +7; Grp +16; Atk
unconscious for 2d4 hours), light crossbow); SA: Poison, sneak +11 melee (0 + plus 1d6+1 per round acidic enzyme); Full Atk
attack 1d6, spell-like abilities dancing lights, darkness, faerie +11 melee (0 + plus 1d6+1 per round acidic enzyme); SA Acidic
fire; SQ Darkvision 120 ft., drow traits, evasion, immunity to enzyme 1d6+1 per round grabbed, improved grab; SQ Blindsight
sleep, light blindness, spell resistance 19, trapfinding; AL NE; 30 ft., camouflage, damage reduction 20/slashing, immunity to
SV Fort +6, Ref +10, Will +4; Str 18, Dex 20, Con 14, Int 16, electricity, low-light vision, plant traits, resistance to cold and fire
Wis 10, Cha 12. 10, tremorsense; AL N; SV Fort +10, Ref +3, Will +4; Str 20, Dex
Skills and Feats: Balance +9, Bluff +11, Climb +7, --, Con 16, Int –, Wis 12, Cha 9.
Concentration +5, Craft (armorsmithing) +5, Craft
(weaponsmithing) +4, Diplomacy +5, Escape Artist +6, Hunter
Intimidate +5, Jump +8, Knowledge (arcana) +8, Knowledge Male Mutated Human Warrior 3/Ranger 3; CR 5; Medium
(boating) +4, Knowledge (martial code) +4, Knowledge Humanoid; HD 3d8+38+12; hp 52; Init +3 (+3 Dex); Spd 30 ft. (6
(navigation) +4, Knowledge (sea lore) +4, Knowledge (war) +5, squares); AC 15 (+3 Dex, +2 Leather armor), touch 13, flat-footed
Knowledge (weaponry) +4, Listen +11, Profession (sailor) +4, 12; Base Atk +6; Grp +8; Atk +8 melee (1d6+2/x2, shortspear) or +9
Search +9, Sense Motive +7, Spellcraft +6, Spot +10, Swim +5, ranged (1d8+3/x3, masterwork composite longbow with arrows of
Use Rope +6; Combat Casting, Expertise, Improved Initiative, the Lake); Full Atk +8/+3 melee (1d6+2/x2, shortspear) and +6 melee
Leadership, Scribe Scroll, Weapon Focus: Longsword. (1d6+1/x3, handaxe) or +9/+4 ranged (1d8+3/x3, composite longbow
Wizard Spells Prepared (5/4/3; DC 13 + spell level; Specialist School: of the Lake with arrows of the Lake); SQ Favored enemy Humanoid
Evocation, No Enchantment/Necromancy); 0 – dancing lights, detect (human), Combat Style (two-weapon fighting); AL LN; SV Fort +8,
magic, flare, ghost sound, light*; 1st –mage armor, magic missile*, Ref +7, Will +4; Str 15, Dex 17, Con 15, Int 10, Wis 14, Cha 13.
obscuring mist, true strike; 2nd – scorching ray*, summon monster II,
web. Skills and Feats: Climb +8, Hide +5, Jump +8, Listen +6, Move
Silently +6, Search +3, Spot +7, Survival +4, Swim +8; Alertness,
Spellbook: 0— acid splash, arcane mark, dancing lights, detect magic,
Endurance, Far Shot, Point Blank Shot, Precise Shot.
detect poison, flare, ghost sound, light, mage hand, mending, open/close,
prestidigitation, ray of frost, read magic, resistance; 1st –grease, mage Possessions: 20 shell pieces, masterwork composite longbow
armor, magic missile, obscuring mist, protection from good, shield, of the Lake (+2 Str bonus), arrows of the Lake (50), handaxe,
shocking grasp, true strike; 2nd –acid arrow, blur, protection from
halfspear, leather armor, backpack, bedroll, caltrops, fishhook, belt
arrows, scorching ray, summon monster II, web.
pouch, waterskin

234 Black Sails Over Freeport


- Dramatis Personae -
New Monsters
Grab Grass
Large Plant
Hit Dice: 10d8+30 (75 hp)
Initiative: +0
Speed: Immobile
Armor Class: AC 9 (-1 size), touch 9, flat-footed 9
Base Attack/Grapple: +7/+16
Attack: Grab +11 (0 plus acidic enzyme)
Full Attack: Grab +11 (0 plus acidic enzyme)
Space/Reach: At least 25 square ft./5 ft.
Special Attacks: Acidic enzyme 1d6+1 per round opponent is grappled, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, Damage reduction 20/slashing, low-light vision, plant
traits, resistance to cold 10 and fire 10, tremorsense
Saves: Fort +10, Ref +3, Will +4
Abilities: Str 20, Dex --, Con 16, Int --, Wis 12, Cha 9
Skills: ---
Feats: ---
Environment: Temperate forests or plains
Organization: Solitary
Challenge Rating: 5
Treasure: standard coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: ---
Mutated patches of grass have overrun much of the island. They share a primitive, communal mind. These aggressive plants
appear to be normal grass about 1-2 feet in height. Grab grass uses its tremorsense to detect the presence of nearby prey, and
then it attempts to grab any unwary creatures that stumble upon it. Each round that the victim doesn’t break free more of the
grass grabs onto him and pulls him down. The grass secretes a powerful acidic enzyme that breaks down flesh so that the plant
can absorb it as nutrients.

Combat
Camouflage (Ex): Since the grass is immobile and looks just like ordinary grass, it relies on surprise and camouflage to catch victims
unaware. It is difficult to tell the difference between grab grass and normal grass (DC 20), although there is usually a tell-tale skeleton
or the half-digested body of an unfortunate creature lying in the grass to give potential victims a warning that something is not right.
Normal Spot checks do not detect the grass. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills to
notice the plant instead. Anyone who is aware of the grass may attempt to Tumble (DC 20) across the grass without getting grabbed.
Improved Grab (Ex): The grass simply attempts to grapple and grab onto any living thing that wanders onto it. The patch of
grass shares a communal mind and instinctively waits for the most appropriate time to strike. The grass must succeed with a
grab attack, and then it can initiate a grapple as a free action without provoking an attack of opportunity. Each successive round
that the grass maintains its hold on a victim gives it a +2 cumulative bonus on grapple checks against that victim, as more and
more of the grass begins to take hold. Unlike normal grapplers, grab grass can also attempt to grapple a creature of any size as
long as it is touching the grass at the time of the grapple attempt.
Acidic Enzyme (Ex): When victims are held in its grasp, the grass secretes a powerful acidic enzyme that breaks down flesh for
the plant to absorb as nutrients. Areas of exposed flesh take 1d6 damage per round and +1 for each round the grapple has been
maintained after the first. Leather and other natural materials dissolve in three rounds, while metal takes five rounds to dissolve. Once
victims break free, they have to rinse the acid off of their items or exposed flesh or continue to take damage for another 3 rounds.

+16/+11 (1d6+9 plus 1d6 outdoors/18-20/x2, +3 sylvan scimitar)


Jhondal, Moab’s Lieutenant or +11/+6 ranged (1d6+4/x2, throwing axe); SQ half-elf traits,
Male Half-Elf Fighter 8: CR 8; Medium Humanoid; HD 8d10+24; Elven Blood; AL LE; SV Fort +9, Ref +5, Will +3; Str 18, Dex 16,
hp 81; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 19 (+3 Dex, Con 16, Int 14, Wis 13, Cha 14.
+6 +4 leather armor), touch 13, flat-footed 16; Base Atk +8;
Skills and Feats: Balance +7, Climb +9, Craft (shipmaking) +5,
Grp +12; Atk +16 melee (1d6+9 plus 1d6 outdoors/15-20/x2, +3
Jump +11, Knowledge (boating) +3, Knowledge (nature) +3,
sylvan scimitar) or +11 ranged (1d6+4/x2, throwing axe); Full Atk
Knowledge (war) +3, Listen +5, Search +3, Spot +4, Swim +7;

Black Sails Over Freeport 235


- Dramatis Personae -
Cleave, Dodge, Expertise, Improved Critical (scimitar), Mobility, Possessions: 25 gp, aquamarine gem (350 gp), fire opal (425 gp),
Spring Attack, Weapon Focus (scimitar), Weapon Specialization masterwork morningstar, +2 breastplate of spell resistance (15),
(scimitar), Whirlwind Attack. masterwork heavy wooden shield, backpack, small steel mirror,
waterskin (full), spell component pouch, silver holy symbol of
Possessions: 50 gp, aquamarine gem (500 gp), black pearl (500 gp),
Yarash shaped like the sign of the Full-Fathom Five.
+3 sylvan scimitar, throwing axe (2); +4 leather armor, backpack,
grappling hook, belt pouch, hemp rope (50 ft.), signet ring, spyglass,
whetstone, potion of heroism, potion of cure serious wounds.
Moab Cys’Varion
Male Undead (Wight) Drow Fighter 2/Transmuter 9; CR: Medium
Lake People Guard Undead; HD 11d12; hp 90; Init +7 (+3 Dex, +4 Improved Initiative);
Spd 30 ft. (6 squares); AC 22 (+3 Dex, +4 natural, +5 for evil robe of
Male Human Warrior 6: CR 5; Medium Humanoid; HD 6d8+24;
the archmagi), touch 13, flat-footed 19; Base Atk +6; Grp +10; Atk
hp 51; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. in hide
+12 melee (1d8+6/19-20/x2, +2 longsword of nine lives stealer) or
Armor, base 30 ft.; AC 17 (+3 Dex, +3 hide armor, +1 buckler),
+10 melee (1d4+4 plus energy drain, slam) or +9 ranged (1d4/19-
touch 13, flat-footed 14; Base Atk +6; Grp +8; Atk +9 melee
20/x2, hand crossbow); Full Atk +12/+7 melee (1d8+6, +2 longsword
(1d6+2/x2, masterwork shortspear) or +9 ranged (1d8+3/x3,
of nine lives stealer) or +10/+5 melee (1d4+4 plus energy drain, slam)
composite longbow of the Lake with arrows of the Lake); Full Atk
or +9/+4 ranged (1d4/19-20/x2, hand crossbow, medium); SA Create
+9/+4 melee (1d6+2/x2, masterwork shortspear) or +9/+4 ranged
spawn, darkvision 120 ft, energy drain, poison, spell-like abilities:
(1d8+3/x3, composite longbow of the Lake with arrows of the Lake)
dancing lights, darkness, faerie fire; SQ Drow traits, spell-resistance
or +7/+7/+2 (Rapid Shot) ranged (1d8+3/x3, composite longbow
22 (drow natural), undead traits; AL LE; SV Fort +10, Ref +7, Will
of the Lake, with arrows of the Lake); AL LN; SV Fort +9, Ref +5,
+10; Str 18, Dex 16, Con –, Int 21, Wis 17, Cha 14.
Will +3; Str 15, Dex 16, Con 18, Int 10, Wis 13, Cha 11.
*As the god Yarash turned Moab into a wight, Moab retains his
Skills and Feats: Intimidate +5, Listen +5, Sense Motive +4, Spot
former classes, skills and feats.
+5; Far Shot, Improved Initiative, Point Blank Shot, Rapid Shot.
Skills and Feats: Bluff +5, Climb +9, Concentration +15,
Possessions: 20 shell pieces, composite longbow of the Lake (+2
Diplomacy +5, Handle Animal +7, Intimidate +7, Jump +9,
Str bonus), masterwork shortspear, arrows of the Lake (50), hide
Knowledge (arcana) +10, Knowledge (cartography) +6,
armor, buckler, waterskin (full), whetstone, belt pouch.
Knowledge (infernal) +10, Knowledge (navigation) +7,
Knowledge (sea lore) +7, Knowledge (planes) +7, Listen +5,
Large Viper Profession (sailor) +7, Ride +7, Search +8, Sense Motive +6,
CR 2; Large Animal; HD 3d8; hp 13; Init +3 (+3 Dex, +4 Spellcraft +19, Spot +5, Swim +9; Combat Casting, Craft
Improved Initiative); Spd 20 ft. (4 squares), climb 20 ft. swim 20 Wondrous Item, Improved Initiative, Leadership, Maximize Spell,
ft.; AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Scribe Scroll, Spell Penetration.
Base Atk +2; Grp +6; Atk +4 melee (1d4 plus poison, bite); Full Wizard Spells Prepared (5/7/6/5/4/3; DC 15 + spell level;
Atk +4 melee (1d4 plus poison, bite); Space/Reach: 10 ft./5 ft.; Specialization: Transmuter: No Necromancy/Enchantment);
SA: Poison DC 11; SQ Scent; SV Fort +3, Ref +6, Will +2; Str 10, 0—daze, ghost sound, mage hand*, mending, prestidigitation;
Dex 17, Con 11, Int 1, Wis 12, Cha 2. 1st –burning hands, enlarge person*, magic missile (x2), reduce
Skills and Feats: Balance +11, Climb +11, Hide +8, Listen +5, person, shocking grasp, true strike; 2nd –alter self, bull’s
Spot +6, Swim +8; Improved Initiative, Weapon Finesse. strength*, cat’s grace, mirror image, protection from arrows,
see invisibility; 3rd –dispel magic, haste*, invisibility sphere,
Marissa keen edge, lightning bolt; 4th –dimension door, fire shield,
magic missile (Maximize spell Feat), stone shape*; 5th – baleful
Female Human Cleric 6: CR 6; Medium Humanoid; HD 6d8; polymorph*, dismissal, teleport, interposing hand.
hp 40; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft. (4
squares) in breastplate, base 30 ft.; AC 21 (+2 Dex, +7 +2 Spellbook 0 –acid splash, arcane mark, dancing lights, detect magic,
breastplate of spell resistance, +2 heavy wooden shield), touch detect poison, flare, ghost sound, light, mage hand, mending, open/
12, flat-footed 19; Base +4; Grp +4; Atk +6 melee (1d8/x2, close, prestidigitation, ray of frost, read magic, resistance; 1st –alarm,
masterwork morningstar); Full Atk +6 melee (1d8/x2, masterwork burning hands, disguise self, enlarge person, hold portal, magic
morningstar); AL CE; SV Fort +8, Ref +4, Will +8; Str 11, Dex 14, missile, protection from good, reduce person, shocking grasp, true
Con 16, Int 15, Wis 17, Cha 10. strike; 2nd –alter self, bull’s strength, cat’s grace, continual flame,
detect thoughts, invisibility, mirror image, protection from arrows,
Skills and Feats: Concentration +9, Diplomacy +9, Knowledge see invisibility; 3rd –dispel magic, fly, haste, invisibility sphere, keen
(arcana) +11, Knowledge (religion) +11, Spellcraft +11; Combat edge, lightning bolt, slow, water breathing; 4th –dimension door, fire
Casting, Extend Spell, Improved Initiative, Weapon Focus shield, ice storm, polymorph, stone shape, wall of fire; 5th – baleful
(morningstar). polymorph, contact other plane, dismissal, fabricate, interposing
Cleric Spells Prepared (5/ 4+1/4+1/3+1; DC 13+ spell level; hand, passwall, permanency, teleport, wall of force.
Domains: Destruction and Evil); 0 –cure minor wounds, detect Possessions: 50 pp, diamond (1,000 gp), +2 longsword of nine
magic, guidance, read magic, resistance; 1st –bane, divine favor, lives stealer (2 lives left), fine leather scabbard (250 gp), hand
obscuring mist, protection from good*, shield of faith; 2nd –aid, crossbow, hand crossbow bolts (20), map case, belt pouch, signet
augury, death knell, hold person, shatter*; 3rd – bull’s strength ring, silver sash worth (500 gp), spyglass, spell component pouch,
(Extend Spell Feat), contagion*, cure serious wounds, summon spellbook, backpack, pearl of power (3rd), evil robe of the arch
monster III. *Indicates domain spells. magi, potion of inflict serious wounds (CL5) (2).

236 Black Sails Over Freeport


- Dramatis Personae -
Mutant Cook SV Fort +8, Ref +2, Will +0; Str 20, Dex 14, Con 20, Int 10, Wis
10, Cha 7.
Male Mutated Human Warrior 3; CR 2; Medium Humanoid;
HD 3d8; hp 16; Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 12 Skills and Feats: Climb +7, Intimidate +3, Jump +7, Swim
(+2 Dex), touch 12, flat-footed 10; Base Atk +3; Grp +7; Atk +4; Cleave, Improved Initiative, Power Attack, Weapon Focus
+7 melee (1d6+4/x2, unarmed strike); Full Atk +7/+5/+5 melee (greatclub).
(1d6+4/x2, unarmed strike); AL LE; SV Fort +3, Ref +3, Will Possessions: Stone icon shaped like the Stone of the Heavens,
+2; Str 18, Dex 15, Con 10, Int 10, Wis 12, Cha 10. greatclub, javelin (3), chain shirt, backpack, bedroll, grappling
*Note: These cooks have three arms and increased Strength and hook, trail rations, waterskin (full).
Constitution as a result of their mutations.
Mutated Guards
Skills and Feats: Climb +8, Jump +6, Profession (cook) +4,
Swim +10; Dodge, Improved Unarmed Strike, Multiattack. Male Mutated Human Fighter 6; CR 6; Medium Humanoid; HD
6d10+24; hp 60; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30
Possessions: Apron with hole in the center, white puffy hat. ft. (6 squares); AC 20 (+5 Dex, +4 chain shirt, +1 buckler), touch
15, flat-footed 15; Base Atk +6; Grp +10; Atk +10 melee (1d8+4/
Mutated Leopard x2, heavy mace) or +13 ranged (1d10+2/19-20/x2, masterwork
heavy repeating crossbow); Full Atk +10/+5 melee (1d8+4/x2,
Medium Mutated Animal; CR 3; HD 5d8+10; hp 32; Init +5
heavy mace) or +13/+8 ranged (1d10+2/19-20/x2, masterwork
(+5 Dex); Spd 40 ft. (8 squares), climb 20 ft.; AC 15 (+5 Dex,
heavy repeating crossbow) or (Rapid Shot) +11/+11/+6 ranged
+1 natural), touch 15, flat-footed 11; Base Atk +3; Grp +6; Atk
(1d10+2/19-20/x2, masterwork heavy repeating crossbow); SQ
+8 melee (1d6+3, bite); Full Atk +8 melee (1d6+3, bite) and +3
Eyes in the back of the head*; AL LE; SV Fort +9, Ref +7, Will
melee (1d3+1, 2 claws); Space/
+2; Str 18, Dex 20, Con 18, Int 12, Wis 10, Cha 12.
Reach: 5 ft./5 ft.; SA Improved grab, pounce, rake 1d3+1; SQ
Skills and Feats: Climb +7, Intimidate +10, Jump +5, Listen
Flank tail defense*, low-light vision, scent; AL N; SV Fort +6,
+5, Spot +7, Swim +3; Alertness, Exotic Weapon Proficiency
Ref +9, Will +2; Str 16, Dex 20, Con 15, Int 2, Wis 12, Cha 6.
(heavy repeating crossbow), Improved Initiative, Point Blank
Skills and Feats: Balance +13, Climb +11, Hide +9, Jump Shot, Precise Shot, Rapid Shot, Weapon Focus (heavy repeating
+11, Listen +7, Move Silently +9, Spot +7; Alertness, Weapon crossbow), Weapon Specialization (heavy repeating crossbow).
Finesse.
Possessions: 25 gp, masterwork heavy repeating crossbow,
*If the leopard is flanked, it will swing its tail around violently. repeating bolts (30), heavy mace, chain shirt, buckler, flask, belt
If an opponent attempts an attack while flanking the leopard, she pouch, belt, manacles, deck of cards.
must make a Reflex save (DC 20) or take 1d10 points of damage.
*These mutants have enhanced Dexterity in addition to an extra
Opponents hit by the tail also lose the normal +2 bonus to hit for
set of eyes in the back of their heads. This gives them a bonus of
flanking.
+2 on Spot checks and they also cannot be flanked.
Mutant Sergeant Mutated Wolverine
Male Mutated Human Fighter 3: CR 3; Medium Humanoid; HD
CR 3; Large Mutated Animal; HD 5d8+33; hp 55; Init +1 (+1
3d10+15; hp 31; Init +6 (+2 Dex, +4 Improved Initiative); Spd
Dex); Spd 30 ft. (6 squares), climb 10; AC 14 (+1 Dex, -1 size,
30 ft. (6 squares); AC 16 (+2 Dex, +4 chain shirt), touch 12,
+4 natural), touch 10, flat-footed 13; Base Atk +3; Grp +15; Atk
flat-footed 14; Base Atk +3; Grp +8; Atk +10 melee (1d12+7/x3,
+10 melee (1d6+8, claw); Full Atk +10 melee (1d6+8, 2 claws)
masterwork greataxe) or +5 ranged (1d6+5/x2, javelin); Full
and +5 melee (1d6+4, bite); Space/Reach: 10 ft./10 ft.; SA Rage;
Atk +10 melee (1d12+7/x3, masterwork greataxe) or +5 ranged
SQ: Low-light vision, scent; AL N; SV Fort +10, Ref +5, Will
(1d6+5/x2, javelin); AL LN; SV Fort +8, Ref +3, Will +1; Str 20,
+2; Str 27, Dex 13, Con 23, Int 1, Wis 12, Cha 10.
Dex 14, Con 20, Int 10, Wis 10, Cha 8.
Rage: AC 12; Str 31, Con 27; Bonus to hit/damage +2.
Skills and Feats: Climb +7, Intimidate +6, Jump +8, Swim +4;
Cleave, Dodge, Improved Initiative, Power Attack, Weapon Skills and Feats: Climb +16, Listen +7, Spot +7; Alertness,
Focus (greataxe). Toughness, Track.
Possessions: Stone icon shaped like the Stone of the Heavens,
masterwork greataxe, javelin (3), chain shirt, backpack, bedroll,
Nine-Headed Pyro Hydra
grappling hook, rations, waterskin (full), potion of cure moderate CR 10; Huge Magical Beast (Fire); HD 9d10+48; hp 97; Init +1
wounds (CL5). (+1 Dex); Spd 20 ft. (4 squares), swim 20 ft.; AC 15 (-2 size, +1
Dex, +10 natural), touch 9, flat-footed 18; Base Atk +9; Grp +22;
Mutant Soldier Atk +13 melee (1d10+5, bite); Full Atk +13 melee (1d10+5, 9
bites); Space/Reach: 15 ft./10 ft.; SA: Breath weapon 3d6 Save
Male Mutated Human Fighter 2; CR 2; Medium Humanoid; HD
DC 19; SQ Darkvision 60 ft., fast healing 19, low-light vision,
2d10+10; hp 21; Init +6 (+2 Dex, +4 Improved Initiative]; Spd
scent; AL N; SV Fort +11, Ref +7, Will +5; Str 21, Dex 12, Con
30 ft. (6 squares); AC 16; (+2 Dex, +4 Chain Shirt), touch 12,
20, Int 2, Wis 10, Cha 9.
flat-footed 14; Base Atk +2; Grp +7; Atk +8 melee (1d10+7/x2,
greatclub) or +4 ranged (1d6+5/x2, javelin); Full Atk +8 melee Skills and Feats: Listen +8, Spot +8, Swim +13; Blind-fight,
(1d10+7/x2, greatclub) or +4 ranged (1d6+5/x2, javelin); AL LN; Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite).

Black Sails Over Freeport 237


- Dramatis Personae -
Pain Mistress (Advanced) chain shirt, backpack, flask, grappling hook, hemp rope (50 ft.),
whetstone, amulet of natural armor +3, potion of bull’s strength
Large Outsider, (Evil, Lawful); HD 10d8+50; hp 95; Init +3 (+3 (CL5), potion of cure serious wounds (CL5).
Dex); 30 ft. in breastplate; AC 21 (-1 size, +3 Dex, +4 natural +5
breastplate), touch 12, flat-footed 18; Base Atk +10; Grp +19; Rat
Atk +14 melee (1d8+5, claw); Full Atk +14/+9 melee (1d8+5, 2
Claws); SA: Fighting claws, improved grab, squeeze, spell-like CR 1/8; Tiny Animal; HD 1/4d8; hp 1; Init +2 (+2 Dex); Spd 15
abilities: 3/day-dominate person, polymorph self; 1/day-symbol ft. (3 squares), climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 Dex),
of pain as a 10th level sorcerer save DC 13 + spell level; SQ Devil touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee
qualities; AL LE; SV Fort +12, Ref +10, Will +9; Str 20, Dex 16, (1d3-4, bite); Full Atk +4 melee (1d3-4, bite); Space/Reach: 2 ½
Con 20, Int 9, Wis 14, Cha 16. ft./0 ft.; SQ: Low-light vision, scent; SV Fort +2, Ref +4, Will +1;
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2.
Skills and Feats: Bluff +13, Climb +15, Concentration +13,
Disguise +7, Gather Information +13, Heal +6, Intimidate +13, Skills and Feats: Balance +10, Climb +12, Hide +14, Move
Listen +10, Sense Motive +12, Spot +13, Survival +10; Alertness, Silently +10, Swim +10; Weapon Finesse.
Improved Natural Armor, Iron Will, Track.
Rooster Tumblefoot
Priest of the Ancestors Male Halfling Rogue 8; CR 8; Small Humanoid; HD 8d6+8; hp 49;
Male Human Cleric 5; CR 5; Medium Humanoid; HD 5d8+11; hp Init +9 (+5 Dex, +4 Improved Initiative); Spd 20 ft. (4 squares); AC
33; Init +2 (+2 Dex); Spd 20 ft. in hide armor, base 30 ft.; AC 17 22 (+1 size, +5 Dex, +5 +3 Leather armor, +1 Buckler], touch 16,
(+2 Dex, +3 hide armor, +2 heavy wooden shield), touch 12, flat- flat-footed 22; Base +6; Grp +5; Atk +10 melee (1d4+3/19-20/x2,
footed 15; Base Atk +3; Grp +5; Atk +6 melee (1d8+2/x2, heavy small short sword) or +12 ranged (1d6+1 plus 1d6 electricity/19-
mace) or +5 ranged (1d6+2, javelin); Full Atk +6 melee (1d8+2/x2, 20/x2, +1 shocking light crossbow, small); Full Atk +10/+5 melee
heavy mace) or +5 ranged (1d6+2, javelin); AL LN; SV Fort +5, Ref (1d4+3/19-20/x2, small short sword); SA Sneak attack +4d6; SQ
+3, Will +7; Str 14, Dex 15, Con 12, Int 12, Wis 16, Cha 10. Evasion, halfling traits, improved uncanny dodge, trapfinding, trap
sense +2, uncanny dodge; AL CE; SV Fort +4, Ref +12, Will +4; Str
Skills and Feats: Concentration +6, Diplomacy +6, Heal +7, 16, Dex 21, Con 12, Int 16, Wis 13, Cha 12.
Knowledge (arcana) +5, Knowledge (religion) +3, Profession
(fisherman) +7, Spellcraft +8; Brew Potion, Toughness (2). Skills and Feats: Appraise +5, Balance +11*, Bluff +12, Climb
+10, Decipher Script +5, Disable Device +10, Escape Artist +6*,
Cleric Spells Prepared (5/ 4+1/ 3+1/ 2+1; DC 13+ spell level; Forgery +6, Gather Information +5, Hide +17*, Jump +11*, Listen
Domains: Air and Water); 0 –cure minor wounds, detect magic, +8, Move Silently +22, Open Lock +16, Profession (calligrapher)
light, purify food and drink, resistance; 1st –bless, cure light +3, Profession (sailor) +5, Profession (scribe) +4, Search +7,
wounds, entropic shield, obscuring mist*, shield of faith; 2nd Sense Motive +5, Spot +5, Swim +4*, Tumble +13*, Use Magic
–bull’s strength, fog cloud*, hold person, summon monster II; Device +4, Use Rope +8; Improved Initiative, Point Blank Shot,
3rd –cure serious wounds, gaseous form*, summon monster III. Precise Shot.
*Indicates domain spell
*These skills are at -1 assuming the buckler is in use.
Possessions: 20 shell pieces, heavy mace, javelin (2), masterwork
hide armor, masterwork heavy wooden shield, wooden holy Possessions: 75 gp, amber gem (225 gp), coral gem (325 gp),
symbol of the Ancestors shaped like the Stone of the Heavens, small +1 shock light crossbow, small short sword, +3 leather
spell component pouch, healer’s kit, potion of cure moderate armor, buckler, masterwork thieves’ tools, backpack, caltrops,
wounds (CL5) (2). crowbar, sack, waterskin (full), whetstone, boots of elvenkind,
potion of cure serious wounds (CL5).
Ragnar
Shadow (Gaspar’s cat familiar)
Male Human Barbarian 6: CR 6; Medium Humanoid; HD
6d12+30; hp 69; Init +3 (+3 Dex); Spd 40 ft. (8 squares); AC 20 CR ¼; Tiny Animal; HD 1/2d8; hp 15; Init +2 (+2 dex); Spd 30
(+3 Dex, +4 chain shirt, +3 +3 amulet of natural armor), touch 13, ft (6 squares); AC 17 (+2 Dex, +2 size, +3 natural), touch 14,
flat-footed 20; Base Atk +6; Grp +9; Atk +11 melee (2d4+6/18-20/ flat-footed 15; Base Atk +3; Grp -9; Atk +8 melee (1d2-4, claw);
x2, +2 defending falchion) or +9 ranged (1d6+3/x2, throwing axe; Full Atk +8 melee (1d2-4, 2 claws) and +3 melee (1d3-4, bite);
Full Atk +11/+6 melee (2d4+6/18-20/x2, +2 defending falchion); Space/Reach: 2 ½ ft./0 ft.; SQ Deliver touch spells, empathic link,
SA Rage (2/day); SQ Fast movement, improved uncanny dodge, improved evasion, low-light vision, scent, share spells, speak with
trap sense +2, uncanny dodge; AL CE; SV Fort +9, Ref +5, Will master, AL N; SV Fort +2, Ref +4, Will +6; Str 3, Dex 15, Con 10,
+4; Str 17, Dex 16, Con 18, Int 12, Wis 15, Cha 12. Int 8, Wis 12, Cha 7.

Skills and Feats: Climb +10, Craft (weaponsmithing) +4, Skills and Feats: Balance +10, Climb +6, Concentration +9,
Intimidate +10, Jump +10, Listen +11, Swim +5, Survival +11; Decipher Script +8, Hide +14, Jump +10, Knowledge (arcana) +5,
Power Attack, Toughness (2), Track. Knowledge (nature) +1, Knowledge (planes) +1, Listen +3, Move
Silently +6, Spellcraft +8, Spot +3; Alertness, Weapon Finesse.
Rage: AC 18; Str 21, Con 21; Bonus to hit/damage +2; HP +12
temporary; 8 round duration. Temple Guard
Possessions: 50 gp, chrysoberyl gem (350 gp), golden yellow Male Human Fighter 6; CR 6; Medium Humanoid; HD 6d10+18;
topaz gem (525 gp), +2 defending falchion, throwing axe (3), hp 51; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. in hide

238 Black Sails Over Freeport


- Dramatis Personae -
armor, base 30 ft.; AC 17 (+3 Dex, +3 hide armor, +1 buckler), Atk +8 melee (1d4+3/19-20/x2, small short sword); Full Atk +8
touch 13, flat-footed 14; Base Atk +6; Grp +9; Atk +10 melee melee (1d4+3/19-20/x2, small short sword); SQ Darkvision 60
(1d8+5/x2, heavy mace or +10 ranged (1d8+3/x3, composite ft.; AL NE; SV Fort +5, Ref +5, Will +1; Str 16, Dex 19, Con 13,
longbow of the Lake with arrows of the Lake); Full Atk +10/+5 Int 10, Wis 11, Cha 7.
melee (1d8+5/x3, heavy mace) or +10/+5 ranged (1d8+3/x3,
Skills and Feats: Hide +13, Move Silently +13, Ride +8, Sense
composite longbow of the Lake with arrows of the Lake) or
Motive +2; Improved Initiative, Run.
(Rapid Shot) +8/+8/+3 ranged (1d8+3/x3, composite longbow of
the Lake with arrows of the Lake); AL LN; SV Fort +9, Ref +5, Possessions: Carved bone statuette given to him by his mother
Will +3; Str 16, Dex 18, Con 16, Int 10, Wis 13, Cha 13. (50 gp), small short sword, ragged clothing.
Skills and Feats: Climb +10, Craft (bowmaking) +7, Intimidate
+3, Jump +10; Improved Initiative, Point Blank Shot, Precise Warrior Mutant
Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Male Mutated Human Warrior 6; CR 5; Medium Humanoid;
Focus (heavy mace), Weapon Specialization (composite HD 6d8+6; hp 35; Init +4 (+4 Improved Initiative); Spd 20 ft.
longbow), Weapon Specialization (heavy mace). in hide armor, base 30 ft.; AC 15 (+0 Dex, +3 hide armor, +2
Possessions: 30+10 shell pieces, composite longbow of the Lake, masterwork heavy wooden shield), touch 10, flat-footed 15; Base
arrows of the Lake (50), heavy mace, masterwork hide armor, Atk +6; Grp +11; Atk +13 melee (1d6+5/x2, masterwork club)
masterwork buckler, flask, hooded Lantern, hemp rope (50 ft.), or +8 ranged (1d6+5/x2, masterwork javelin); Full Atk +13/+8
signal whistle, whetstone, potion of cure moderate wounds melee (1d6+5/x2, masterwork club) or +8 ranged (1d6+5/x2,
(CL5). masterwork javelin); AL N; SV Fort +6, Ref +2, Will +1; Str 20,
Dex 10, Con 12, Int 10, Wis 9, Cha 4.
Tendriculos Skills and Feats: Climb +5, Jump +7, Sense Motive +2, Swim
+4; Improved Initiative, Run, Weapon Focus (club), Weapon
CR 8; Huge Plant; HD 14d8+84; 147 hp; Init +0; Spd 20 ft
Focus (javelin).
(4 squares); AC 18 (-2 size, +0 Dex, +9 natural, +1 Improved
Natural Armor), touch 8, flat-footed 18; Base Atk +10; Grp +26; Possessions: Belt pouch, waterskin, beef jerky, masterwork club,
Atk + 16 melee (2d8+9, bite) and +11 melee (1d6+4, 2 tendrils); masterwork javelin (4), masterwork hide armor, masterwork
Full Atk + 16 melee (2d8+9, bite) and +11 melee (1d6+4, heavy wooden shield.
2 tendrils); Space/Reach: 15 ft./15 ft.; SA Improved grab,
paralysis, Swallow whole; SQ Low-light vision, plant traits, Wilson
regeneration 10; AL N; SV Fort +15, Ref +4, Will +5; Str 28,
Dex 10, Con 22, Int 3, Wis 8, Cha 3. Male Human Commoner 2: CR 1; Medium Humanoid; HD
2d4+2; hp 7; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10;
Skills and Feats: Hide +6, Listen +3, Move Silently +3, Spot +3; Base Atk +1; Grp +2; Atk +2 melee (1d3+1/x2, unarmed strike);
Alertness, Improved Natural Armor, Iron Will, Power Attack, AL N; SV Fort +1, Ref +0, Will +1; Str 13, Dex 10, Con 13, Int
Stealthy. 8, Wis 12, Cha 14.

The Chief Skills and Feats: Craft (carpentry) +3, Handle Animal +5, Listen
+4, Profession (carpenter) +5, Spot +5; Alertness, Skill Focus
Male Mutated Half-Elf Warrior 9; CR 8; Medium Humanoid; [Craft (Carpentry)].
HD 9d8+21; hp 65; Init +4 (+4 Improved Initiative); Spd 30 ft.
(6 squares); AC 12 (+2 Leather armor), touch 10, flat-footed 12; Possessions: Peasant’s outfit.
Base Atk +9; Grp +15; Atk +17 melee (1d10+9/x2, masterwork
greatclub); Full Atk +17/12 melee (1d10+9/x2, masterwork
greatclub); SQ: Damage reduction 5/--, half-elf traits, low-light
Yarashad
vision, elven blood; AL CG; SV Fort +8, Ref +3, Will +5; Str 22,
Dex 10, Con 14, Int 14, Wis 14, Cha 17.
Boney Lonesome (Bodak)
CR 9; Medium Undead; HD 12d12; 78 hp; Init +7 (+3 Dex, +4
*Note: The Chief’s mutations have given him increased strength
Improved Initiative); Spd 20 ft. (4 squares); AC 25 (+3 Dex, +4
and damage reduction.
leather armor, +8 natural), touch 13, flat-footed 22; Base Atk
Skills and Feats: Balance +4, Climb +12, Diplomacy +8, +6; Grp +7; Atk +7 melee (1d8+1, slam) or +9 melee (1d6+3/
Intimidate +12, Jump +10, Listen +7, Sense Motive +6, Spot +7, 18-20/x2, +2 cutlass of speed), Full Atk +9/+9 melee (1d6+3,
Swim +9; Improved Initiative, Leadership, Toughness, Weapon +2 cutlass of speed) or +7 melee (1d8+1, slam); Space/Reach
Focus (greatclub). 5 ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron,
darkvision 60 ft., immunity to electricity, resistance to acid 10
Possessions: A beautiful conch sea shell (200 gp), masterwork and fire 10, undead traits, vulnerability to sunlight; AL CE; SV
greatclub, leather armor, fishhook, signal whistle, waterskin Fort +4, Ref +7, Will +9; Str 13, Dex 16, Con --, Int 6, Wis 12,
(full), belt pouch, herbs of cure moderate wounds (CL5). Cha 12.

Vichy Skills and Feats: Listen +13, Move Silently +13, Spot +13;
Alertness, Armor Proficiency (light), Dodge, Improved Initiative,
Male Goblin Warrior 4; CR 3; Small Humanoid; HD 4d8+4; hp Martial Weapon Proficiency (cutlass).
25; Init +8 [+4 Dex, +4 Improved Initiative]; Spd 30 ft.; AC 15
(+4 Dex, +1 size), touch 14, flat-footed 11; Base Atk +4; Grp +3; Possessions: +2 cutlass of speed, +2 leather armor.

Black Sails Over Freeport 239


- Dramatis Personae -
New Monster
Treasure Golem
Large Construct
Hit Dice: 15d10+30 (112 HP)
Initiative: -1
Speed: 20 ft. (4 squares) (can’t run)
Armor Class: 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed 23
Base Attack/Grapple: +11/+25
Attack: Slam +20 melee (2d10+10)
Full Attack: 2 Slams +20 melee (2d10+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Continual daze
Special Qualities: Construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision, magic immunity
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 30, Dex 9, Con –, Int –, Wis 11, Cha 2
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary or gang (depends on size of treasure hoard)
Challenge Rating: 13
Treasure: Self
Alignment: Chaotic neutral
Advancement: 16-19 HD (Large)
How do you protect your treasure hoard from acquisitive adventurers? Let the hoard protect itself.
A treasure golem is made of lucre of all varieties, from coins to gems to necklaces—all of it lumped together with only a thin
internal membrane of gold leaf holding it in place. When folded in on themselves, the golems are indistinguishable from huge
piles of treasure, and they’re skilled at remaining still, and awaiting the perfect moment to strike. When adventurers begin to
chip away at their skin, the golems unleash their powerful slam attack.

Combat
Continual Daze (Ex): These twelve-foot-tall creatures have another trick up their sleeve: unless they’re fighting in total darkness,
the coins and gems that make up the golems skin flicker and flash, distracting would-be attackers. At the beginning of every
round, their opponents must make a Will save (DC 15) or they are unable to take any actions as per the 0-level daze spell.
Skills: Treasure golems receive a +15 bonus to Hide checks when hiding in a treasure pile.

Treasure
A treasure golem is composed of a mixture of coinage: platinum, gold, silver and copper, with no small measure of precious
gems as well. In addition, the creatures may contain rare art objects, magic weapons, or magic items that are revealed only
when the coinage and gems have been hacked away.
To start, every golem is made up of at least 10,000 GP—the minimum required to give the construct shape. Then, for each
golem roll a d4 and add 1 to the result. This is the number of times you roll a d20 and consult the General Treasure Golem
Composition Chart. All results are cumulative.

Evil Figurehead Tree of Yarashad *These particular ghosts cannot use touch attacks; they are meant
to verbally harass players. Although former clerics, they have no
Ghost Human Cleric 5; CR 7; Huge Undead (Augmented access to spells, as their god has forsaken them for their failure in
Humanoid, Incorporeal); HD 5d12; hp 32; Init +4 (+4 Improved life.
Initiative); Spd: Immobile; AC 14 (-2 size, +3 natural, +3
deflection), touch 11, flat-footed 14; Base Atk +3; Grp +14; Atk Skills and Feats: Bluff +3, Diplomacy +6, Hide +12, Knowledge
No physical*; Full Atk No physical*; SA Dreadful woe Will save (arcana) +6, Listen +11, Move Silently +6, Search +8, Spellcraft
DC 15, frightful moan Will save DC 15, manifestation, telekinesis; +5, Spot +12; Combat Reflexes, Improved Initiative, Martial
SQ: Rejuvenation, turn resistance; AL CE; SV Fort +4, Ref +5, Weapon Proficiency (cutlass).
Will +7; Str 16, Dex 18*, Con –, Int 11, Wis 16, Cha 17. *Dex bonus does not apply to AC as the Figureheads cannot move.

240 Black Sails Over Freeport


- Dramatis Personae -
General Treasure Golem Composition Table
D20 Result
1 10,000 cp
2 30,000 cp
3 20 bloodstone gems, each valued at 2d4x10 gp (50 gp avg.)*
4 25 zircon gems, each valued at 2d4x10 gp (50 gp avg.)*
5 30 moonstone gems, each valued at 2d4x10 gp (50 gp avg.)*
6 18,000 sp
7 21,000 sp
8 24,000 sp
9 25 amethyst gems, each valued at 4d4x10 gp (100 gp avg.)*
10 30 amber gems, each valued at 4d4x10 gp (100 gp avg.)*
11 35 pieces of jade, each valued at 4d4x10 gp (100 gp avg.)*
12 4,000 gp
13 4,500 gp
14 5,000 gp
15 10 black pearls, each valued at 2d4x100 gp (500 gp avg.)*
16 12 yellow topaz gems, each valued at 2d4x100 gp (500 gp avg.)*
17 6 emeralds, each valued at 4d4x100 gp (1,000 gp avg.)*
18 7 fire opal gems, each valued at 4d4x100 gp (1,000 gp avg.)*
19 2 diamonds, each valued at 2d4x1,000 gp (5,000 gp avg.)*
20 1,000 pp
*When determining the value of these gems, the random formula given is meant to be calculated individually for each gem. If
this is not to your liking, you can use the average value of each gem in the parentheses following each entry.
Next, determine if the golem has other unique treasures hidden within its body. Roll 1d4 and add 1. This is the number of times
you roll percentile dice on the Treasure Golem Special Item Table.

Treasure Golem Special Items Table


d% Result
01-30 You find no additional treasure within the golem.
31-35 A simple locket that once belonged to a famous queen (worth 5,000 gp*)
36-40 A gem-encrusted eye patch of an infamous pirate (worth 7,000 gp*)
41-45 A scarlet mantle once worn by an admiral of renown (worth 8,000 gp*)
46-50 A tapestry stolen from the castle of a well-known kingdom (worth 9,000 gp*)
51-55 A ceremonial dagger used to kill a religious martyr (worth 10,000 gp*)
56-60 A model of a infamous pirate ship encased in a bottle (worth 12,000 gp*)
61-65 A wooden harp once used by a world-famous bard (worth 14,000 gp*)
66-70 A signet ring of a famous royal family member now dead (worth 16,000 gp*)
71-75 The silver pommel of a sword wielded by a famous hero (worth 18,000 gp*)
76-80 A lock of hair from an elven queen encased in a crystal (worth 20,000 gp*)
81-85 A simple crown of a long-dead famous king (worth 25,000 gp*)
86-90 One of your world’s most famous sculptures (worth 30,000 gp*)
91-95 One of your world’s most famous paintings (worth 40,000 gp*)
96-99 A medium specific weapon from table 8-17 in the DMG
00 A major wondrous item from table 8-30 in the DMG
*The items marked with an asterisk are unique treasure items. The value given is what they would be worth if sold to the right
buyer or interested party. First of all, the players will have to discover what these items truly are. This will require extensive
research, or casting a spell like legend lore on the item. Since these items are not magical, spells such as identify will not
reveal anything about them. Bard characters may also make a bardic knowledge check with a DC 30 to discover the origins of
a particular item. Once the correct information is obtained about one of these items, the players will have to seek out people
interested in buying them. Finding the right buyer for these items can be the stuff of an adventure all on its own.
If the players attempt to sell these items on the open market, they are in for a surprise. The gp value of the items will be reduced
to 1/1,000 of the given values. In addition, some of the items may attract attention from the authorities or other parties.

Black Sails Over Freeport 241


- Dramatis Personae -
Dreadful Woe (Su): Any living creature within a 60-foot spread of the melee (1d6+9, masterwork adamantine cutlass) or +25/+20/+15/
trees who hears their taunts for one full round must make a Will save +10 melee (1d3+9/x2, unarmed strike); SA Sneak attack +2d6,
or succumb to their suggestions (as per the suggestion, mass spell, spells; SQ: Evasion, trapfinding, trap sense +1, turn or rebuke
caster level 15). Additionally, a sense of futility and dread overcome undead; AL CN; SV Fort +21, Ref +15, Will +20; Str 28, Dex 24,
them, causing them to ignore their original goal for the spell’s Con 26, Int 27, Wis 31, Cha 30.
duration, and dooms them as per the doom spell (caster level 15).
*Old Mad Harry gains a +10 deflection bonus to armor class, as
Harrimast protects him.
Giant Bombardier Beetle
Skills and Feats: Appraise +13, Balance +14, Bluff +15, Climb
CR 2; Medium Vermin; HD 2d8+4; 13 hp; Init +0; Spd 30 ft.
+25, Concentration +31, Diplomacy +20, Disable Device +13,
(6 squares); AC 16 (+6 natural), touch 10, flat-footed 16; Base
Disguise +17, Escape Artist +12, Handle Animal +15, Hide +13,
Atk +1; Grp +2; Atk +2 melee (1d4+1, bite); Full Atk +2 melee
Intimidate +20, Jump +27, Knowledge (arcana) +31, Knowledge
(1d4+1, bite); Space/Reach: 5 ft./5 ft.; SA Acid spray; SQ:
(religion) +31, Knowledge (planes) +31, Listen +15, Move
Darkvision 60 ft., vermin traits; SV Fort +5, Ref +0, Will +0; Str
Silently +12, Ride +20. Search +13, Sense Motive +15, Sleight of
13, Dex 10, Con 14, Int --, Wis 10, Cha 9
Hand +14, Spellcraft +28, Spot +15, Swim +18, Tumble +14, Use
Magic Device +14; Combat Reflexes, Combat Expertise, Extend
Monstrous Centipede, Gargantuan Spell, Extra Turning, Improved Initiative, Improved Unarmed
CR 6; Gargantuan Vermin; HD 12d8+12; 66 hp; Init +2 (+2 Dex); Strike, Maximize Spell, Quicken Spell.
Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 Dex, +10
Cleric Spells Prepared (6/ 8+1/ 7+1/ 6+1/5+1/ 5+1/ 4+1; Save DC
natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk +11
20+ spell level; Domains: Travel and Water); 0—cure minor wounds,
melee (2d8+9 plus poison, bite); Full Atk +11 melee (2d8+9 plus
detect magic, guidance, light, read magic, virtue; 1st –bless, cause
poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision
fear, comprehend languages, cure light wounds, detect evil, detect
60 ft., vermin traits; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15,
chaos, entropic shield, longstrider*, sanctuary; 2nd –aid, bear’s
Con 12, Int --, Wis 10, Cha 2.
endurance, calm emotions, consecrate, cure moderate wounds, locate
Skills and Feats: Climb +14, Hide –2, Spot +4; --. object*, shield other, zone of truth; 3rd –continual flame, create food
and water, dispel magic, fly*, prayer, speak with the dead, water walk;
Monstrous Scorpion, Large 4th – air walk, control water, dimension door*, divine power, lesser
planar ally, tongues; 5th – atonement, flame strike, greater command,
CR 3; Large Vermin; HD 5d8+10; 32 hp; Init +0; Spd 50 ft. (10 mass cure light wounds, righteous might, teleport*; 6th – blade
squares); AC 14 (-1 size, +7 natural), touch 9, flat-footed 16; barrier, cone of cold*, heal, planar ally, symbol of persuasion.
Base Atk +3; Grp +11; Atk +6 melee (1d6+4, claw); Full Atk +6
melee (1d6+4, 2 claws) and +1 melee (1d6+2 plus poison, sting); Possessions: masterwork adamantine cutlass, cloak of resistance
Space/Reach 10 ft./5 ft.; SA Constrict, improved grab, poison; SQ: +5, ring of regeneration.
Darkvision 60 ft., tremorsense 60 ft., vermin traits; SV Fort +6,
Ref +1, Will +1; Str 19, Dex 10, Con 14, Int --, Wis 10, Cha 2. Treasure Golem
Skills and Feats: Climb +8, Hide +0, Spot +4. Large Construct; HD 15d10+30; 112 hp; Init -1 (-1 Dex); Spd 20
ft. (4 squares) (can’t run); AC 23 (-1 size, -1 Dex, +15 natural),
Old Mad Harry, Avatar of Harrimast touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee
(2d10+10, slam); Full Atk +20 melee (2d10+10, 2 slams);
Male Rogue 3/Fighter 5/Cleric 12; CR 20; Medium Outsider Space/Reach 10 ft./10 ft.; SA Continual daze; SQ Construct traits,
(Extraplanar); HD 3d6+5d10+12d8+160; hp 294; Init +11 (+7 damage Reduction 15/magic; darkvision 60 ft., low-light vision,
Dex, +4 Improved Initiative); Spd 30 ft.; AC 27 (+7 Dex, +10 magic immunity; AL CN; SV Fort +5, Ref +4, Will +5; Str 30,
deflection*), touch 27, flat-footed 20; Base Atk +16; Grp +25; Atk Dex 9, Con –, Int –, Wis 11, Cha 2
+26 melee (1d6+9/18-20/x2, masterwork adamantine cutlass) or
+25 (1d3+9/x2, unarmed strike); Full Attack +26/+21/+16/+11 *Treasure Golems receive a +15 bonus to Hide checks if they are
found in an area that contains large amounts of treasure.

Act Three: Red Sails at Sunset


Adept of the Barbarians Knowledge (sea lore) +6, Knowledge (war) +7, Listen +6,
Spellcraft +16, Survival +7, Spot +4; Brew Potion, Combat
Male Human Adept 7: CR 6; Medium Humanoid; HD 7d6+14; hp Casting, Improved Initiative, Skill Focus (Concentration).
38; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft. (6 squares);
AC 15 (+3 Dex, +2 ring of protection), touch 15, flat-footed 12; Adept Spells Prepared (3/4/3; DC 13+ spell level) 0 –create water, cure
Base Atk +3; Grp +5; Atk +5 melee (1d8+2/x2, heavy mace); Full minor wounds, touch of fatigue; 1st –cause fear, cure light wounds,
Atk +5 melee (1d8+2/x2, heavy mace); AL N; SV Fort +4, Ref +5, obscuring mist, sleep; 2nd –bull’s strength, cure moderate wounds, web.
Will +8; Str 14, Dex 17, Con 14, Int 18, Wis 16, Cha 12. Possessions: 22 gp, holy symbol, heavy mace, belt pouch,
Skills and Feats: Concentration +15, Craft (alchemy) +14, explorer’s outfit, backpack, bedroll, candle, trail rations, waterskin
Heal +13, Knowledge (arcana) +9, Knowledge (cartography) (full), potion of cure moderate wounds (CL 5) (2), potion of bull’s
+5, Knowledge (geography) +5, Knowledge (navigation) +5, strength (CL 5)(2), ring of protection +2.

242 Black Sails Over Freeport


- Dramatis Personae -
Avatar of Yarash Barbarian Type I
Huge Outsider (Aquatic, Evil); HD 25d8+200; hp 312; Init +9 Male Human Barbarian 5; CR 5; Medium Humanoid; HD
(+5 Dex, +4 Improved Initiative); Spd 40 ft. (8 squares), fly 50 5d12+15; hp 47; Init +7 (+3 Dex, +4 Improved Initiative); Spd
ft. (average), swim 25 ft.; AC 33 (-2 size, +5 Dex, +20 natural), 30 ft. (6 squares) in hide armor, base 40 ft.; AC 17 (+3 Dex, +3
touch 13, flat-footed 28; Base Atk +25; Grp +44; Atk +36 melee hide armor, +1 light wooden shield), touch 13, flat-footed 17;
(1d8+11, claw); Full Atk +36 melee (1d8+11, 6 claws) and bite Base Atk +5; Grp +9; Atk +10 melee (1d8+4/x3, battleaxe) or
+34 melee (1d12+5/19-20/x2, bite); SA: Frightful presence when +8 ranged (1d6+4/x2, javelin); Full Atk +10 melee (1d8+4/x3,
performing a flyby attack; SQ: Damage reduction 5/-, immune to battleaxe) or +8 ranged (1d6+4/x2, javelin); SA Rage (2/day); SQ
electricity, immunity to mind affecting attacks, immune to poison, Fast movement, improved uncanny dodge, trap sense +1, uncanny
regeneration 10*, spell resistance 20, water breathing; AL CE; SV dodge; AL N; SV Fort +7, Ref +4, Will +2; Str 18, Dex 17, Con
Fort +24, Ref +19, Will +18; Str 32, Dex 21, Con 27, Int 18, Wis 17, Int 13, Wis 13, Cha 12.
18, Cha 25.
Rage: AC 15; Str 22, Con 21; Bonus to hit/damage +2; HP +10
*Damage done to the tattoo of the Avatar cannot be regenerated. temporary; 8 round duration.
Skills and Feats: Balance +33, Concentration +36, Intimidate +35, Skills and Feats: Climb +9, Intimidate +9, Jump +9, Listen +9,
Knowledge (arcana) +32, Knowledge (nature) +32, Knowledge Survival +9, Swim +6; Dodge, Improved Initiative, Weapon Focus
(religion) +32, Knowledge (planes) +32, Listen +34, Search +32, (battleaxe).
Sense Motive +32, Spellcraft +34, Spot +34; Alertness, Blind-
Possessions: Battleaxe, javelin (3), hide armor, light wooden
Fight, Combat Reflexes, Flyby Attack, Hover, Improved Critical
shield.
(bite), Improved Initiative, Multiattack, Wingover.

Barbarian Bodyguard Barbarian Type II


Male Human Barbarian; CR 4; Medium Humanoid; HD 4d12+8;
Male Human Barbarian 4: CR 4; Medium Humanoid; HD
hp 34; Init +3 (+3 Dex); Spd 30 ft. (6 squares) in hide armor, base
4d12+12; hp 40; Init +4 ([+4 Dex); Spd 40 ft. (8 squares); AC 18
40 ft.; AC 16 (+3 Dex, +3 hide armor), touch 13, flat-footed 16;
(+4 Dex, +4 chain shirt), touch 14, flat-footed 18; Base Atk +4;
Base Atk +4; Grp +8; Atk +9 melee (2d6+6/x2, greatsword) or +7
Grp +8; Atk +10 melee (1d8+4/x3, masterwork warhammer); Full
ranged (1d6+4/x3, throwing axe); Full Atk +9 melee (2d6+6/x2,
Atk +8/+3 melee (1d8+4/x3 masterwork warhammer) and Full Atk
greatsword) or +7 ranged (1d6+4/x3, throwing axe); SA: Rage
+6 melee (1d6+2/x3, masterwork handaxe); SA Rage (2/day); SQ
(2/day); SQ: Fast movement, trap Sense +1, uncanny dodge; AL
Fast movement, trap sense +1, uncanny dodge; AL N; SV Fort +7,
N; SV Fort +5, Ref +4, Will +2; Str 18, Dex 16, Con 15, Int 15,
Ref +5, Will +1; Str 18, Dex 19, Con 16, Int 13, Wis 11, Cha 9.
Wis 13, Cha 13.
Rage: AC 16; Str 22, Con 20; Bonus to hit/damage +2; HP +8
Rage: AC 14; Str 22, Con 19; Bonus to hit/damage +2; HP +8
temporary; 8 round duration.
temporary; 7 round duration.
Skills and Feats: Climb +9, Intimidate +6, Jump +9, Listen +7,
Skills and Feats: Climb +8, Intimidate +7, Jump +8, Listen +8,
Survival +7, Swim +7; Two-Weapon Fighting, Weapon Focus
Ride +10, Survival +8; Swim +5; Improved Bull Rush, Power
(warhammer), Weapon Focus (handaxe).
Attack, Weapon Focus (greatsword).
Possessions: 25 gp, onyx gem (75 gp), masterwork handaxe,
Possessions: 10 gp, greatsword, throwing axe (4), hide armor,
masterwork warhammer, chain shirt, backpack, bedroll, crowbar,
backpack, crowbar, trail rations (5 days); belt pouch.
belt pouch, hemp rope (50 ft.).

Barbarian Sergeant Barbarian War Chief


Male Human Barbarian 12: CR 12; Medium Humanoid; HD
Male Human Barbarian 8; CR 8; Medium Humanoid; HD
12d12+48; hp 126; Init +8 (+4 Dex, +4 Improved Initiative);
8d12+40; hp 84; Init +7 (+3 Dex, +4 Improved Initiative); Spd 40
Spd 40 ft. (8 squares); AC 23 (+4 Dex, +7 +5 leather armor, +2
ft. (8 squares); AC 20 (+3 Dex; +7: +3 chain shirt), touch 13, flat-
amulet of natural armor), touch 14, flat-footed 23; Base Atk +12;
footed 20; Base Atk +8; Grp +12; Atk +15 melee (1d10+6/19-20/
Grp +16; Atk +19 melee (2d6+8/16-20/x2 plus 1d6 fire, large +2
x3, +2 greataxe, medium); Full Atk +15/+10 melee (1d10+6/19-
flaming falchion) or +17 ranged (1d6+4/x2, masterwork throwing
20/x3, +2 greataxe); SA: Rage (3/day); SQ Damage Reduction 1/-
axe); Full Atk +19/+14/+9 melee (2d6+8/16-20/x2 plus 1d6 fire,
, fast movement, improved uncanny dodge, trap sense +2, uncanny
large +2 flaming falchion); SA: Rage (4/day, greater rage); SQ
dodge; AL CN; SV Fort +11, Ref +5, Will +2; Str 18, Dex 16, Con
damage Reduction 2/-, fast movement, improved uncanny dodge,
20, Int 11, Wis 10, Cha 13.
trap sense +4, uncanny dodge; AL NG; SV Fort +12, Ref +8, Will
Rage: AC 18; Str 22, Con 24; Bonus to hit/damage +2; HP +16 +7; Str 18, Dex 18, Con 18, Int 15, Wis 16, Cha 16.
temporary; 9 round duration.
Rage: AC 21; Str 24, Con 24; Bonus to hit/damage +4; HP +36
Skills and Feats: Climb +14, Intimidate +12, Jump +14, Listen temporary; 9 round duration.
+11, Survival +11; Improved Critical (greataxe), Improved
Skills and Feat: Climb +16, Intimidate +18, Jump +16], Listen
Initiative, Power Attack, Weapon Focus (greataxe).
+18, Profession (sailor) +9, Search +6, Spot +8, Survival +18,
Possessions: 15 gp, +2 greataxe, +3 chain shirt, backpack, Swim +10; Cleave, Improved Critical (falchion), Great Cleave,
bedroll, waterskin (full), trail rations (5 days), whetstone, potion of Improved Initiative, Power Attack, Weapon Focus (falchion).
cure serious wounds (CL6).

Black Sails Over Freeport 243


- Dramatis Personae -
Possessions: Blue sapphire gem (800 gp), chrysoberyl gem (200 Captain Hector Torian
gp), +2 flaming falchion, masterwork throwing axe (4), +5 leather
armor, backpack, trail rations (6 days), belt pouch, sack, signet Male Human Rogue 8: CR 8; Medium Humanoid; HD 8D6; hp 36;
ring, waterskin (full), whetstone, potion of cure moderate wounds Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft. (6 squares);
(CL6) (2), amulet of natural armor +2. AC 18 (+3 Dex, +5 +3 leather armor of tumbling), touch 13, flat-
footed 18; Base Atk +6; Grp +6; Atk +7 melee (1d6+1/18-20/x2,
Billy Bones (See William “Billy Bones” +1 cutlass) or +10 ranged (1d4/19-20, masterwork dagger); Full
Atk +7/+2 melee (1d6+1/18-20/x2, +1 cutlass) or +10/+5 ranged
Crimshavy on page 217) (1d4/19-20/x2, masterwork dagger); SA: Sneak attack +4d6; SQ:
Evasion, improved uncanny dodge, trapfinding, trap sense +2; AL
Calim CG; SV Fort +2, Ref +9, Will +3; Str 11, Dex 16, Con 10, Int 13,
Male Human Barbarian 2/Cleric 4: CR 6; Medium Humanoid; Wis 12, Cha 15.
HD 2d12+6, 4d8+12; hp 49; Init +7 (+3 Dex, +4 Improved Skills and Feats: Balance +9, Bluff +10, Climb +6, Diplomacy
Initiative); Spd 40 ft. (8 squares); AC 24 (+3 Dex, +7 +3 chain +14, Gather Information +12, Listen +11, Profession (sailor) +11,
shirt, +4 +3 light wooden shield), touch 13, flat-footed 24; Base Search +7, Sense Motive +8, Sleight of Hand +9, Survival +9,
+5; Grp +8; Atk +10 melee (1d10+7/x3, +2 greataxe); Full Atk Spot +12, Swim +9, Tumble +10, Use Rope +9; Alertness, Dodge,
+10/+5 melee (1d10+7/x3, +2 greataxe); SA: Rage (1/day); SQ: Combat Expertise, Improved Initiative.
Fast movement, uncanny dodge, turn undead; AL CG; SV Fort
+10, Ref +4, Will +8; Str 16, Dex 16, Con 16, Int 11, Wis 18, Possessions: +1 cutlass, masterwork dagger (4), +3 leather armor
Cha 13. of tumbling
Rage: AC 22; Str 20, Con 20; Bonus to hit/damage: +2; Bonus Captain Marcus Roberts
HP: 12; 8-round duration.
Male Human Rogue 9: CR 9; Medium Humanoid; HD 9d6+9; hp
Skills and Feats: Climb +5, Concentration +5, Diplomacy 47; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 18 (+3 Dex, +5
+5, Heal +7, Intimidate +6, Jump +7, Knowledge (religion) amulet of natural armor), touch 13, flat-footed 18; Base +6; Grp
+2, Listen +9, Profession (sailor) +5, Swim +4; Brew Potion, +7; Atk +8 melee (1d6+2/19-20/x2, +1 short sword of subtlety);
Combat Casting, Dodge, Improved Initiative. Full Atk +8/+3 melee (1d6+2/19-20/x2, +1 short sword of
Cleric Spells Prepared (Clr 5/4+1/3+1; DC 14 + spell level; subtlety); SA Sneak attack +5d6; SQ: Evasion, improved
Domains: Strength and Sun); 0 –create water, cure minor wounds uncanny dodge, trapfinding, trap sense +3; AL CG; SV Fort +4,
(x2), detect magic, guidance; 1st - bless, cure light wounds, Ref +9, Will +5; Str 12, Dex 16, Con 13, Int 16, Wis 14,
endure elements*, remove fear, shield of faith; 2nd –augury, Cha 16.
bull’s strength*, cure moderate wounds, hold person. Skills and Feats: Bluff +14, Decipher Script +13, Diplomacy +15,
*Indicates domain spell Gather Information +15, Listen +11, Move Silently +13, Open
Lock +8, Perform +12 (wind instruments), Search +13, Sense
Possessions: Aquamarine gem (450 gp), amber gem (60 gp), 33 Motive +12, Sleight of Hand +15], Survival +12, Spot +13, Swim
gp, +2 greataxe; +3 chain shirt, +3 light wooden shield, healer’s +13; Use Magic Device +8; Dodge, Combat Expertise, Mobility,
kit, silver holy symbol, backpack, candle, ink (vial), inkpen, Spring Attack, Whirlwind Attack.
parchment, belt pouch, signal whistle, waterskin (full), ring
of water walking, potion of heroism, potion of cure moderate Possessions: Battle scrimshaw relic, +1 short sword of subtlety,
wounds (CL 5) (2). +5 amulet of natural armor.

Captain Garth Varellion Captain Xavier Gordon


Male Human Rogue 4/Fighter 4; CR 8; Medium humanoid; HD Male Human Expert 6 (Sea Captain); CR 5; Medium Humanoid;
4d6+4d10; hp 42; Init +7 (+3 Dex, +4 Improved Initiative); Spd HD 6d6+12; hp 38; Init +7 (+3 Dex, +4 Improved Initiative);
30 ft. (6 squares); AC 19 (+3 Dex, +6 +2 glamered chain shirt), Speed 30 ft. (6 squares); AC 16 [+3 Dex, +3 for +1 leather
touch 13, flat-footed 19; Base Atk +7; Grp +9; Atk +9 melee armor), touch 13, flat-footed 13; Base Atk +4; Grp +6; Atk +8
(1d6+2, +2 saber); +10 ranged (1d4/x2, throwing dagger); Full melee (1d6+3/18-20/x2, +1 scimitar of speed) or +7 ranged
Atk +9/+4 melee (1d6+2, +2 saber); SA Sneak attack +2d6; SQ: (1d8/19-20/x2, light crossbow); Full Atk +8/+8 melee
Evasion, trapfinding, trap sense + 1, uncanny dodge; AL LN; SV (1d6+3/18-20/x2, +1 scimitar of speed); AL CG; SV Fort +3,
Fort +5, Ref+8, Will +4; Str 14, Dex 17, Con 11, Int 11, Wis 10, Ref +4, Will +5; Str 14, Dex 17, Con 14, Int 16, Wis 12,
Cha 16. Cha 11.

Skills and Feats: Balance +6, Bluff +8, Climb +3, Diplomacy Skills and Feats: Balance +4, Bluff +3, Climb +5, Diplomacy +5,
+10, Gather Information +8, Handle Animal +5, Intimidate Gather Information +10, Intimidate +4, Knowledge (geography)
+8, Jump +8, Knowledge (nobility) +4, Knowledge (sea lore) +4, Knowledge (sea lore) +5, Profession (sailor) +12, Sense
+4, Listen +7, Profession (sailor) +5, Sense Motive +5, Swim Motive +4, Spot +4; Improved Initiative, Skill Focus (gather
+5, Use Rope +8; Alertness, Blind Fight, Combat Reflexes, information), Skill Focus [Profession (sailor)], Weapon Focus
Improved Initiative, Iron Will, Leadership, Quick Draw. (scimitar).

Possessions: Battle scrimshaw relic, +2 glamered chain shirt; Possessions: +1 scimitar of speed, light crossbow, crossbow
+2 saber, dagger (3), amulet against proof of detection and bolts (50), +1 leather armor, potion of cure serious wounds
location. (CL 5).

244 Black Sails Over Freeport


- Dramatis Personae -
Commander Stern Silently +10, Open Lock +9, Perform +11 (wind instruments),
Search +11, Sense Motive +11, Spot +4, Tumble +7, Use Magic
Male Human Fighter: CR 3; Medium Humanoid; HD 3d10+9; Device +5; Drac Bloodline, Gullet, Martial Weapon Proficiency
hp 28 (He has only 18 hp when the heroes encounter him); Init (greataxe).
+3 (+3 Dex); Spd 20 ft. (4 squares) in chainmail, base 30 ft.;
AC 19 (+2 Dex due to chainmail, +5 chainmail, +2 heavy steel Possessions: 120 GP, +1 greataxe, +1 studded leather armor,
shield), touch 12, flat-footed 17; Base Atk +3; Grp +7; Atk +8 backpack, sack, waterskin (full), belt pouch, periapt of wound
melee (1d8+4/x2, heavy mace) or +6 ranged (1d8/19-20/x2, light closure; potion of cure serious wounds (3) (CL5), horn of blasting.
repeating crossbow); Full Atk +8 melee (1d8+4/x2, heavy mace)
or +6 ranged (1d8/19-20/x2, heavy repeating crossbow); AL N; Drak Bodyguard
SV Fort +6, Ref +4, Will +1; Str 18, Dex 16, Con 16, Int 12, Wis Male Orc Warrior 7: CR 6; Medium Humanoid; HD 7d8+14;
10, Cha 14. hp 56; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft. (4
Skills and Feats: Climb +1, Intimidate +8, Jump +1, Listen +4, squares) in chainmail, base 30 ft.; AC 17 (+2 Dex, +5 chainmail),
Search +3, Spot +4, Swim -4; Alertness, Dodge, Exotic Weapon touch 12, flat-footed 15; Base Atk +7; Grp +12; Atk +13 melee
Proficiency (light repeating crossbow), Power Attack, Weapon (1d8+7/x3, orc double axe); Full Atk +13/+8 melee (1d8+7/x3, orc
Focus (heavy mace). double axe) or +9/+4 melee (1d8+7/x3, orc double axe) and +5
melee (1d8+3/x3, orc double axe); SQ Darkvision 60 ft., low-light
Possessions: 15 gp, heavy mace, light repeating crossbow, vision, orc traits; AL LE; SV Fort +7, Ref +4, Will +2; Str 20, Dex
repeating crossbow bolts (20), chainmail armor, heavy steel 14, Con 14, Int 11, Wis 10, Cha 8.
shield, belt pouch, signal whistle.
Skills and Feats: Climb +5, Intimidate +9, Jump +5; Improved
Cultist of Yarash Initiative, Exotic Weapon Proficiency (Orc double-axe); Weapon
Focus (orc double axe).
Male Human Cleric 5; CR 5: Medium Humanoid; HD 5d8+5;
hp 28; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC Possessions: 10 gp, orc double axe, chainmail armor, backpack,
16 (+4 Dex, +2 leather armor), touch 14, flat-footed 12; Base bedroll, flask of liquor, belt pouch, signet ring of service to Drak,
Atk +3; Grp +6; Atk +7 melee (1d4+4/19-20/x2, +1 dagger whetstone.
of venom) or +7 melee (1d6+3/18-20/x2, masterwork cutlass);
Full Atk +7 melee (1d4+4/19-20/x2, +1 dagger of venom) or +7 Elven Commander
melee (1d6+3/18-20/x2, masterwork cutlass); AL CE; SV Fort Male Elf, High Fighter 12: CR 12; Medium Humanoid; HD
+5, Ref +5, Will +7; Str 16, Dex 18, Con 13, Int 11, Wis 16, Cha 12d10+36; hp 102; Init +10 (Dex, +4 Improved Initiative); Spd
13. 30 ft. (6 squares); AC 28 (+6 Dex, +7 +5 leather armor, +5 ring
Skills and Feats: Bluff +3, Diplomacy +6, Knowledge (arcana) of protection), touch 21, flat-footed 22; Base Atk +12; Grp +15;
+6, Move Silently +6, Spellcraft +3, Spot +4; Combat Reflexes, Atk +20 melee (1d8+10/17-20/x2, +3 longsword of speed) or +18
Improved Initiative, Martial Weapon Proficiency (cutlass). ranged (1d8+3/x3, composite longbow); Full Atk +20/+20*/+15/
+10 melee (1d8+10/17-20/x2, +3 longsword of Speed) or +18/
Cleric Spells Prepared (5/4+1/3+1/2+1; DC 13 + spell level; +13/+8 ranged (1d8+3/x3, composite longbow); SQ: Elven traits,
Domains: Destruction and Evil): 0—detect magic, inflict minor low-light vision; AL LN; SV Fort +11, Ref +10, Will +5; Str 16,
wounds (2), mending, read magic; 1st—doom, inflict light Dex 22, Con 16, Int 18, Wis 12, Cha 14.
wounds, magic weapon, protection from good*, shield of faith;
2nd—bulls’ strength, desecrate, hold person, shatter*; 3rd— Skills and Feats: Climb +13, Jump +13, Knowledge (martial
contagion*, dispel magic, inflict serious wounds. code) +10, Knowledge (war) +10, Listen +8, Profession (sailor)
+7, Search +12, Spot +8, Swim +7; Cleave, Combat Expertise,
*Indicates domain spell. Combat Reflexes, Improved Critical (longsword), Improved
Initiative, Great Cleave, Greater Weapon Focus (longsword),
Possessions: 25 gp, 10 sp, masterwork cutlass, +1 dagger of
Greater Weapon Specialization (longsword), Power Attack,
venom, masterwork leather armor, backpack, sack, flask of
Quick Draw, Weapon Focus (longsword), Weapon Specialization
liquor, belt pouch, cleric vestments.
(longsword).
Drak Sockit* Possessions: Blue diamond (1100 gp); +3 longsword of speed*,
composite longbow (+3 Str bonus), backpack, map case, belt
Male Half-Orc Rogue 8; CR8: Medium Humanoid; HD 8d6+16;
pouch, signet ring, +5 leather armor, ring of protection +5; potion
hp 50; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 17 (+3 Dex,
of cure moderate wounds (CL 7).
+4 +1 studded leather armor), touch 13, flat-footed 17; Base
Atk +6; Grp +8; Atk +9 (1d12+4/x3, +1 greataxe); Full Atk
+9/+4 melee (1d12+4/x3, +1 greataxe); SA Sneak attack +4d6;
Elven Fighter
SQ Darkvision 60 ft., evasion, half-orc traits, improved uncanny Male High Elf Fighter 6: CR 6; Medium Humanoid; HD 6d10+18;
dodge, orc blood, trapfinding, trap sense +2, uncanny dodge; AL hp 51; Init +4 (+4 Dex); Spd 30 ft. (6 squares); AC 20 (+4 Dex,
LE; SV Fort +3, Ref +9, Will +2; Str 14, Dex 16, Con 14, Int 12, +5 elven chain, +1 light wooden shield), touch 14, flat-footed 16;
Wis 10, Cha 16. Base Atk +6; Grp +10; Atk +10 melee (1d6+4/18-20/x2, scimitar;
Atk +10 ranged (1d8+4/x3, composite longbow or Manyshot
*Drak has gone up one level since Act I of this adventure.
(within 30 ft.) +6/+6 ranged (1d8+4/x3, composite longbow); Full
Skills and Feats: Appraise +9, Bluff +14, Diplomacy +12, Atk +10/+5 melee (1d6+4/18-20/x2, scimitar) or Rapid Shot +8/
Disable Device +7, Gather Information +14, Listen +5, Move +8/+3 ranged (1d8+4/x3, composite longbow); SQ: Elven traits,

Black Sails Over Freeport 245


- Dramatis Personae -
low-light vision; AL CG; SV Fort +8, Ref +6, Will +3; Str 18, Dex +10 melee (1d8+4/19-20/x2, longsword) or +11 ranged (1d8+4/
18, Con 16, Int 15, Wis 13, Cha 11. x3, composite longbow); Full Atk +10/+5 melee (1d8+4/19-20/
x2, longsword) or Rapid Shot +9/+9/+4 (1d8+4/x3, composite
Skills and Feats: Climb +8, Jump +8, Listen +7, Ride +8, Search
longbow); SQ: Elven traits, low-light vision; AL N; SV Fort +8,
+7, Spot +5, Swim +2; Dodge, Manyshot, Mobility, Point Blank
Ref +7, Will +4; Str 18, Dex 20, Con 16, Int 16, Wis 15, Cha 13.
Shot, Precise Shot, Rapid Shot, Shot on the Run.
Skills and Feats: Balance +7, Climb +12, Jump +12, Listen +4,
Possessions: 15 gp, composite longbow (+4 Str bonus), arrows
Profession (sailor) +5, Search +5, Spot +4, Swim +11; Point Blank
(50), scimitar, elven chain, light wooden shield, backpack, bedroll,
Shot, Precise Shot, Rapid Shot.
caltrops, crowbar, belt pouch, trail rations (10 days).
Possessions: 20 gp, composite longbow (+4 Str bonus), arrows
Elven Ranger (50), longsword, leather armor, light steel shield, backpack,
blanket, belt pouch, belt, trail rations (5 days), waterskin (full).
Male High Elf Ranger 6; CR 6; Medium Humanoid; HD 6d8+12;
hp 45; Init +4 (+4 Dex); Spd 30 ft. (6 squares); AC 19 (+4 Dex,
+5 elven chain), touch 14, flat-footed 15; Base Atk +6; Grp +10;
Elven Spy
Atk +13 melee (1d8+6/19-20/x2, +2 longsword) or +10 ranged Male High Elf, Rogue 12: CR 12; Medium Humanoid; HD
(1d8+2/x3, composite longbow); Full Atk +11/+6 melee (1d8+6/ 12d6+24; hp 71; Init +10 (+6 Dex, +4 Improved Initiative);
19-20/x2, +2 longsword) and +9/+4 melee (1d6+2/19-20/x2, Spd 30 ft. (6 squares); AC 22 (+4 Dex; +5 elven chain, +3 ring
short sword) or +10/+5 ranged (1d8+2/x3, composite longbow); of protection), touch 14, flat-footed 22; Base Atk +9; Grp +12;
SA Combat style: two-weapon fighting, combat style: improved Atk +19 melee (1d6+6/17-20/x2 plus -1 Con, +3 short sword
two weapon fighting, favored enemy 1: orcs, favored enemy 2: of wounding) or +18 ranged (1d8+2/19-20/x2, light repeating
humans; SQ: Animal companion, elven traits, low-light vision, crossbow with +2 bolts); Full Atk +19/+14 melee (1d6+6/17-20/
wild empathy; AL CG; SV Fort +7, Ref +9, Will +4; Str 18, Dex x2 plus -1 Con, +3 short sword of wounding) or +18/+13 ranged
19, Con 14, Int 14, Wis 15, Cha 11. (1d8+2/19-20/x2, light repeating crossbow with +2 bolts); SA:
Sneak Attack +6d6; SQ: Elven traits, evasion, improved evasion,
Skills and Feats: Climb +7, Concentration +7, Heal +6, Hide +11,
improved uncanny dodge, low-light vision, trapfinding, trap sense
Jump +7, Listen +11, Move Silently +11, Search +9, Spot +13,
+4, uncanny dodge; AL LN; SV Fort +6, Ref +14, Will +6; Str 16,
Survival +11, Swim +10, Use Rope +6; Endurance, Point Blank
Dex 22, Con 14, Int 15, Wis 14, Cha 15.
Shot, Precise Shot, Track, Weapon Focus (longsword), Weapon
Focus (short sword). Skills and Feats: Appraise +4, Balance +11, Bluff +17, Climb
+4, Decipher Script +5, Diplomacy +21, Disguise +6, Escape
Ranger Spells Prepared (2; DC 12+ spell level); 1st –entangle
Artist +7, Forgery +12, Gather Information +12, Hide +14, Jump
(x2).
+7, Listen +12, Move Silently +11, Open Lock +11, Perform +7,
Possessions: 25 gp, +2 longsword, short sword, composite Search +14, Sense Motive +13, Sleight of Hand +10, Spot +12,
longbow (+2 Str), arrows (20), elven chain, backpack, bedroll, Tumble +10, Use Rope +8; Exotic Weapon Proficiency (light
bottle of wine, crowbar, hammer, belt pouch, trail rations (10 repeating crossbow), Improved Critical (short sword), Improved
days), potion of cure moderate wounds (CL 6). Initiative, Weapon Finesse (short sword), Weapon Focus (short
sword).
(See Hawk, the Ranger’s animal companion, on page 247)
Possessions: Black opal (400 gp), clearest bright green emerald
Elven Sailor I (4200 gp), 50 gp, +3 short sword of wounding, light repeating
crossbow, +2 repeating bolts (25), elven chain, backpack, flask
Male High Elf Warrior 6: CR 5; Medium Humanoid; HD 6d8+12; of liquor, inkpen, grappling hook, small steel mirror, parchment,
hp 39; Init +5 (+5 Dex); Spd 30 ft. (6 squares); AC 18 (+5 Dex, belt pouch, silk rope (50 ft.), spyglass, waterskin (full), whetstone,
+2 leather armor, +1 light wooden shield), touch 15, flat-footed masterwork thieves’ tools; ring: protection +3; potion of cure
13; Base Atk +6; Grp +9; Atk +12 melee (1d6+3/19-20/x2, short moderate wounds (CL 5) (2), potion of displacement (CL 6);
sword) or +11 ranged (1d8+2/x3, composite longbow); Full Atk potion of cat’s grace (CL 6).
+12/+7 melee (1d6+3/19-20/x2, short sword) or +11/+6 ranged
(1d8+2/x3, composite longbow); SQ: Elven traits, low-light Elven Wizard
vision; AL CG; SV Fort +7, Ref +7, Will +4; Str 16, Dex 20, Con
14, Int 13, Wis 14, Cha 10. Male High Elf Wizard 9: CR 9; Medium Humanoid; HD 9d4+27;
hp 49; Init +8 (+4 Dex, +4 Improved Initiative]; Spd 30 ft. (6
Skills and Feats: Climb +11, Intimidate +4, Jump +8, Listen +4, squares); AC 17 (+4 Dex, +3 ring of protection), touch 17,
Profession (sailor) +4, Search +3, Spot +4, Swim +5; Dodge, flat-footed 13; Base Atk +4; Grp +4; Atk +8 melee (1d6/18-
Weapon Finesse (short sword), Weapon Focus (short sword). 20/x2, rapier); Atk +8 (1d8/19-20/x2, light crossbow); Full Atk
Possessions: 15 gp, short sword, composite longbow (+2 Str +8 melee (1d6/18-20/x2, rapier); Atk +8 (1d8/19-20/x2, light
bonus), arrows (50), leather armor, light steel shield, backpack, crossbow); SQ: Elven traits, low-light vision; AL CG; SV Fort
bedroll, flask, trail rations (6 days), belt pouch, waterskin (full). +6, Ref +7, Will +8; Str 10, Dex 18, Con 16, Int 18, Wis 15, Cha
13.
Elven Sailor II Skills and Feats: Concentration +15, Craft (alchemy) +10,
Male High Elf Warrior 6: CR 5; Medium Humanoid; HD 6d8+18; Knowledge (arcana) +10, Knowledge (cartography) +5,
hp 45; Init +5 (+5 Dex); Spd 30 ft. (6 squares); AC 18 (+5 Dex, Knowledge (martial code) +5, Knowledge (nature) +11,
+2 leather armor, +1 light steel shield); Base Atk +6; Grp +10; Atk Knowledge (sea lore) +11, Knowledge (war) +12, Listen +6,

246 Black Sails Over Freeport


- Dramatis Personae -
Profession (sailor) +6, Search +8, Spellcraft +16, Spot +4, Swim
+4; Combat Casting, Craft Wand, Improved Initiative, Scribe Heike Lausemann
Scroll, Weapon Finesse (rapier). Male Human Barbarian 15: CR 15; Medium Humanoid; HD
Wizard Spells Prepared (Wiz 4/5/4/4/3/1; DC 14+ spell level); 0 15d12+60; hp 165; Init +3 (+3 Dex); Spd 40 ft. (8 squares); AC
- dancing lights, daze, mage hand, read magic; 1st – cause fear, 26 (+3 Dex; +8 for +3 chain shirt, +5 ivory Statuette of Yarash),
magic missile (x2), shield, true strike; 2nd – gust of wind, mirror touch 18, flat-footed 26; Base Atk +15; Grp +20; Atk +24 melee
image, protection from arrows, shatter, summon monster II, (1d12+10/19-20/x3, +4 greataxe); Full Atk +24/+19/+14 melee
touch of idiocy; 3rd – blink, fireball, fly, gentle repose, protection (1d12+10/19-20/x3, +4 greataxe); SA Rage (4/day), greater rage;
from energy, summon monster III; 4th – ice storm, phantasmal SQ Damage reduction 3/-, fast movement, improved uncanny
killer, stoneskin; 5th – cone of cold. dodge, indomitable will, trap sense +5, uncanny dodge; AL CE;
SV Fort +13, Ref +8, Will +6; Str 18, Dex 17, Con 18, Int 13,
Spellbook: 0 – acid splash, arcane mark, dancing lights, Wis 12, Cha 10.
daze, detect magic, detect poison, disrupt undead, flare, ghost
sound, light, mage hand, mending, message, open/close, Rage: AC 24; Str 24, Con 24; Bonus to hit/damage +3; +30
prestidigitation, ray of frost, read magic, resistance, touch of temporary hit points; 10-round duration.
fatigue; 1st— cause fear, mage armor, magic missile, shield, Skills and Feats: Climb +21, Intimidate +18, Jump +21, Listen
sleep, true strike; 2nd – gust of wind, mirror image, protection +19, Survival +19, Swim +20; Combat Expertise, Dodge,
from arrows, shatter, summon monster II, touch of idiocy, web; Improved Critical (greataxe), Mobility, Spring Attack, Weapon
3rd – blink, displacement, fireball, fly, gentle repose, protection Focus (greataxe), Whirlwind Attack.
from energy, summon monster III; 4th – contagion, fire trap, ice
storm, phantasmal killer, stoneskin; 5th – cone of cold, summon Possessions: 25 gp, +4 greataxe, +3 chain shirt of spell
monster V. resistance 17, backpack, bedroll, ivory statuette of Yarash [+5
deflection bonus]. (Only works for followers of Yarash)
Possessions: Opal gem (200 gp), 50 gp, rapier, light crossbow,
crossbow bolts (50), wizard’s spellbook; spell component pouch, Jailer
backpack, blanket, candle, ink (vial), inkpen, parchment, trail
rations (6 days), wand of flame arrow (CL 6) (45 charges), ring Male Human Warrior 6: CR 5; Medium Humanoid; HD 6d8+18;
of protection +3, potion of cure moderate wounds (CL 5). hp 45; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 16 (+3 Dex,
+3 studded leather armor), touch 13, flat-footed 13; Base Atk +6;
Gar (Sorcerer of the Barbarian’s Grp +10; Atk +11 melee (1d6+4/x2, masterwork club); Full Atk
+11/+6 melee (1d6+4/x2, masterwork club); AL LN; SV Fort +8,
Raven Familiar) Ref +5, Will +6; Str 18, Dex 16, Con 16, Int 11, Wis 14,
CR 1/6;Tiny Animal; HD 1/4d8; hp 39; Init +2; Spd 10 ft. (2 Cha 16.
squares); Fly 40 ft. (average); AC 20 (+2 size, +2 Dex, +6 Skills and Feats: Diplomacy +5, Intimidate +12, Listen +6,
natural), touch 14, flat-footed 16; Base Atk +6; Grp -13; Atk +6 Sense Motive +5, Spot +6; Alertness, Blind-Fight, Dodge, Iron
melee (1d2-5, claw); Full Atk +6 melee (1d2-5, 2 claws); Space/ Will.
Reach: 2 ½ ft./0 ft.; SQ: Low-light vision; AL N; SV Fort +4,
Ref +6, Will +10; Str 1, Dex 15, Con 10, Int 11, Wis 14, Cha 6. Possessions: 12 gp, masterwork club, masterwork studded
leather armor, chain (10 ft.), masterwork manacles, signal
Skills and Feats: Listen +3, Spot +5; Weapon Finesse. whistle, waterskin (full).
Special Familiar Abilities: Alertness, improved evasion, share
spells, empathic link, deliver touch spells, speak with ravens, The Kraken,
speak with master, spell resistance 15. the Son of Yarash
(See the Sorcerer of the Barbarians on page 250) CR 12; Gargantuan Magical Beast (Aquatic); HD 20d10+180;
hp 290; Init +4 (Improved Initiative); Spd Swim 20 ft. (4
Hawk, (High Elf Ranger’s Animal squares); AC 20 (-4 size, +14 natural), touch 6, flat-footed 20;
Companion. See Elven Ranger Base Atk +20, Grp +44; Atk +28 melee (2d8+12/19-20/x2,
tentacle); Full Atk +28 melee (2d8+12/19-20/x2, 2 tentacles)
on page 246) and +23 melee (1d6+6, 6 arms) and +23 melee (4d6+6, bite);
Hawk; CR 1/3; Tiny Animal; HD 1d8); 4 hp; Init +3; Spd 10 Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm);
ft. (2 squares), fly 60 ft. (average); AC 17 (+2 size, +3 Dex, +2 SA Improved grab, constrict 2d8+12 or 1d6+6; SQ: Darkvision
natural), touch 15, flat-footed 14; Base Atk +0; Grp -10; Atk +5 60 ft., ink cloud, jet, low-light vision, spell-like abilities: 1/day
melee (1d4-2, talon); Full +5 melee (1d4-2, 2 talons); Space/ – control weather, control winds, dominate animal (DC 18),
Reach: 2 ½ ft./0 ft.; SQ: Low-light vision; Fort +2, Ref +5, Will resist energy (CL 9th); AL NE; SV Fort +21, Ref +12, Will +13;
+2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6. Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20.

Skills and Feats: Listen +2, Spot +14; Weapon Finesse. Skills and Feats: Concentration +21, Diplomacy +7, Hide
+0, Intimidate +16, Knowledge (geography) +17, Knowledge
Hector Torian (See Captain Hector (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot
+30, Survival +5 (+7 following tracks), Swim +20, Use Magic
Torain on page 244) Device +16; Alertness, Blind-Fight, Expertise, Improved Critical
(tentacle), Improved Initiative, Improved Trip, Iron Will.

Black Sails Over Freeport 247


- Dramatis Personae -
Lars N’Garth
Male Human Barbarian 9: CR 9; Medium Humanoid; HD Male Civilized Serpent Person Fighter 10; CR 11; Medium
9d12+27; hp 85; Init +7 (+3 Dex, +4 Improved Initiative); Spd Monstrous Humanoid (Shapechanger); HD 10d10+20; hp 85; Init
40 ft. (8 squares); AC 27 (+3 Dex, +7 for +4 studded leather, +3 +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. (6 squares), Swim
amulet of natural armor, +4 +2 large wooden shield), touch 13, 15 ft.; AC 22 (+1 natural, +3 Dex, +8 +3 breastplate), touch 13,
flat-footed 27; Base Atk +9; Grp +13; Atk +17 melee (1d8+7/19- flat-footed 19; Base Atk +10; Grp +14; Atk +17 melee (2d4+10/
20/x3, +3 keen battleaxe) or +12 ranged (1d6+4/x2, throwing 15-20/x2, +2 human bane falchion); Full Atk +17/+12 melee
axe); Full Atk +17/+12 melee (1d8+7/19-20/x3, +3 keen (2d4+10/15-20/x2, +2 human bane falchion); SQ Change Shape;
battleaxe); AL CG; SV Fort +9, Ref +6, Will +5; SA Rage (3/day); AL LE; SV Fort +9, Ref +6, Will +5; Str 19, Dex 16, Con 14, Int
SQ: Damage reduction 1/- , fast movement, improved uncanny 10, Wis 14, Cha 16.
dodge, trap sense +3, uncanny dodge, Str 18, Dex 16, Con 16, Int
12, Wis 10, Cha 15. Skills and Feats: Climb +11, Intimidate +10, Jump +10, Spot +5;
Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical
Rage: AC 25; Str 22, Con 20; Bonus to hit/damage +2; 18 (Falchion), Improved Initiativeb, Mobility, Power Attack, Spring
temporary hit points; 8-round duration. Attack, Weapon Focus (falchion), Weapon Specialization (falchion).
Skills and Feats: Climb +14, Diplomacy +6, Intimidate +13, Jump Possessions: +3 breastplate, +2 human bane falchion, 2 potions of
+12, Listen +7, Literacy +1, Profession (sailor) +5, Survival +8, cure moderate wound.
Swim +6; Improved Initiative, Iron Will, Power Attack, Improved
Sunder, Weapon Focus (battleaxe). N’Garth’s Warriors
Possessions: Black pearl (500 gp), amethyst gem (100 gp), blue Degenerate Serpent Person Warrior 4; CR 3; Medium Monstrous
star sapphire gem (900 gp), 50 gp; +3 keen battleaxe, throwing Humanoid; HD 4d8+4; hp 22; Init +0; Spd 20 ft. (6 squares),
axe (2); +4 studded leather armor; +2 heavy wooden shield, belt Swim 15 ft.; AC 17 (+1 natural, +4 scale mail, +2 heavy wooden
pouch (2), gold ring (150 gp), spyglass, whetstone, waterskin shield), touch 10, flat-footed 17; Base Atk +4; Grp +6; Atk +7
(full), amulet of natural armor +3. melee (1d8+2/x3, battleaxe) or +4 ranged (1d6+2, javelin); Full
Atk +7 melee (1d8+2/x3, battleaxe) or +4 ranged (1d6+2, javelin);
Marcus Roberts (See Captain Marcus SQ Darkvision; AL CE; SV Fort +5, Ref +1, Will -1; Str 14, Dex
Roberts on page 244) 11, Con 13, Int 6, Wis 7, Cha 8.
Skills and Feats: Climb +6, Jump +5; Power Attack, Weapon
Nador Focus (battleaxe).
Male Human Cleric 10: CR 10; Medium Humanoid; HD 10d8+30; Possessions: battle axe, bundle of javelins.
hp 75; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft. (6
squares); AC 20 (+3 Dex, +6 +2 chain shirt of authority, +1 light Orc Commoner
wooden shield), touch 13, flat-footed 17; Base Atk +7; Grp +10;
Atk +13 melee (1d6+5/18-20/x2, +2 cutlass); Full Atk +13/+8 Male Orc Commoner 3: CR 2; Medium Humanoid; HD 3d4; hp
melee (1d6+5/18-20/x2, +2 cutlass); SQ Rebuke undead; AL CE; 7; Init +0; Spd 30 ft. (6 squares); AC 10, touch 10, flat-footed 10;
SV Fort +10, Ref +6, Will +11; Str 17, Dex 16, Con 16, Int 11, Base Atk +1; Grp +3; Atk +3 melee (1d6+2/x2, spiked club); Full
Wis 18, Cha 10. Atk +3 melee (1d6+2/x2, spiked club); SQ: Darkvision 60 ft., light
sensitivity, orc traits; AL N; SV Fort +1, Ref +1, Will +0; Str 15,
Skills and Feats: Concentration +12, Diplomacy +5, Heal +5, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
Knowledge (arcana) +9, Knowledge (religion) +5, Profession
(sailor) +5, Spellcraft +7; Brew Potion, Improved Initiative, Skills and Feats: Listen +2, Spot +2; Endurance, Run.
Leadership, Martial Weapon Proficiency (cutlass), Weapon Focus Possessions: 10 cp, spiked club, belt pouch, waterskin (full),
(cutlass). peasant’s outfit.
Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; DC 14+
spell level; Domains: Death and Destruction); 0—cure minor Orc Laborer
wounds (x2), detect magic, inflict minor wounds (x2), resistance; Male Orc Commoner 3; CR 2; Medium Humanoid; HD 3d4+9; hp
1st—cause fear*, cure light wounds, entropic shield, inflict light 14; Init +1 (+1 Dex); Spd 30 ft.; AC 11, touch 11, flat-footed 10;
wounds, protection from good, sanctuary; 2nd - bull’s strength, Base Atk +1; Grp +4; Atk +4 melee (1d6+3/x2, club) or +0 melee
cure moderate wounds, darkness, death knell*, hold person, (1d4+3/x2, light hammer; or +0 melee (1d4+3/x4, light pick) or
silence; 3rd—blindness/deafness, contagion*, summon monster III, +4 melee (1d3+3, unarmed strike); Full Atk +4 melee (1d6+3/x2,
water breathing, water walk; 4th— air walk, divine power, greater club) or +0 melee (1d4+3/x2, light hammer; or +0 melee (1d4+3/
magic weapon, inflict critical wounds*, summon monster IV; x4, light pick) or +4 melee (1d3+3, unarmed strike); SQ Light
5th— righteous might, slay living*, summon monster V. *Indicates sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str
domain spell 17, Dex 13, Con 16, Int 10, Wis 10, Cha 9.
Possessions: 25 gp, holy symbol; +2 cutlass, +2 chain shirt of Skills and Feats: Jump +4, Profession (laborer) +6, Spot +2, Use
authority (F:CoA page 133), light wooden shield, backpack, Rope +4; Dodge, Simple Weapon Proficiency.
grappling hook, hemp rope (50 ft.), belt pouch, spell component
pouch, potion of cure moderate wounds (CL 6), potion of bull’s Possessions: 5 gp, 1 sp, club, light hammer, light pick, coarse
strength (CL 5), scroll of enhanced saragasso (CL 20). tunic, leather breeches, belt pouch, bedroll, clay mug.

248 Black Sails Over Freeport


- Dramatis Personae -
Spell & Magic items
This material from other books is referenced in the adventure Strength check (DC30), or the helmsman may make a
and is reprinted here for the sake of completeness. Profession (sailor) check (DC30). A ship that succeeds at a
Reflex saving throw is not stopped but can still move at only
Dive half speed through the area. Each round, the plants again
attempt to grapple all ships that have avoided entanglement.
Transmutation This spell has no effect on swimmers, sea creatures, or any
Level: Clr 4, Drd 4, Sor/Wiz 4 target other than ships.
Components: V, S, F/DF
Casting Time: 1 action Turnabout
Range: Touch
Enchantment (Compulsion) [Fear, Mind-Affecting]
Target: Living creatures touched
Duration: 1 hour/level (see text) (D) Level: Brd 4, Clr 5, Sor/Wiz 4
Saving Throw: Will negates (harmless) Components: V, S, M/DF
Spell Resistance: Yes (harmless) Casting Time: 1 action
Range: Medium (100 ft.+10 ft./level)
The transmuted creatures can breathe water freely, gain
Target: One humanoid
darkvision to 60 feet, are immune to the effects of pressure,
Duration: Concentration+1 round/level
and gain a +10 competence bonus to Swim checks. Divide
Saving Throw: Will negates
the duration evenly among all the creatures you touch. The
Spell Resistance: Yes
spell does not make creatures unable to breathe air.
A creature under the spell’s effects will immediately believe
Arcane Focus: A tiny bronze bell.
that his allies are actually deadly enemies and try to fight
his way out as if his life depended on it. He will use the best
Sargasso attacks, weapons, or spells available to him until he has a
Transmutation clear escape route and then move directly away from both his
erstwhile allies and the caster until the duration ends.
Level: Drd 5
Components: V, S, DF Arcane Material Component: A drop of nightshade.
Casting Time: 1 action
Range: Long (400 ft.+40 ft./level) Armor of Tumbling
Area: Plants in a 100-ft.-radius spread
Armor of tumbling is built to withstand falls and rolls, and
Duration: 1 minute/level
features extra protection at the joints, head, and back. The wearer
Saving Throw: Reflex (see text)
gains a +10 circumstance bonus to Tumble checks made to
Spell Resistance: No
reduce falling damage, and a +5 circumstance bonus on all other
Seaweed and kelp wrap around ships in the area or those that Tumble checks. (The armor’s armor check penalty still applies
enter the area, holding them fast. A ship affected by sargasso normally.) This enchantment may be applied only to light armor.
maneuvers two classes worse than usual, and its speed drops
Moderate Transmutation; CL 3rd; Craft Magic Arms and
to zero. The crew can attempt to break free by making a
Armor, cat’s grace, feather fall; Price: +1 bonus.

Orc Rioter Rogue of the Barbarians


Male Orc Warrior 6: CR 5; Medium Humanoid; HD 6d8+12; hp Male Human Rogue 5; CR 5; Medium Humanoid; HD 5d6+20;
39; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft.(4 squares) hp 37; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft. (6
in hide armor, base 30 ft.; AC 16 (+3 Dex, +3 hide armor)/AC 17 if squares); AC 17 (+4 Dex, +2 leather armor, +1 light wooden
fighting with two weapons, touch 13, flat-footed 13; Base Atk +6; shield), touch 14, flat-footed 17; Base Atk +3; Grp +7; Atk +7
Grp +12; Atk +12 melee (1d6+6/x2, club); Full Atk +10/+5 melee melee (1d6+3/19-20/x2, short sword) or +6 ranged (1d4/19-20/x2,
(1d6+6/x2, club) and +10 melee (1d6+3/x3, handaxe) or +10/+5 hand crossbow); Full Atk +7 melee (1d6+3/19-20/x2, short sword)
melee (1d6+6/x2, club) and +10 melee (1d4+3/x2, light hammer); or +6 ranged (1d4/19-20/x2, hand crossbow); SA Sneak Attack
SQ Darkvision 60 ft., light sensitivity, orc traits; AL CE; SV Fort +3d6; SQ Evasion, trapfinding, trap sense +1, uncanny dodge; AL
+8, Ref +5, Will +1; Str 22, Dex 17, Con 16, Int 9, Wis 9, Cha 8. CE; SV Fort +5, Ref +8, Will +3; Str 16, Dex 18, Con 18, Int 14,
Wis 14, Cha 12.
Skills and Feats: Climb +5, Intimidate +4, Jump +5; Improved
Initiative, Two-Weapon Defense, Two-Weapon Fighting. Skills and Feats: Balance +12, Bluff +8, Climb +5, Escape Artist
+7, Forgery +4, Hide +11, Jump +9, Listen +9, Move Silently +11,
Possessions: 5 gp, club, handaxe, light hammer, hide armor, belt
Open Lock +10, Search +10, Sense Motive +6, Spot +8, Swim +7,
pouch, waterskin (full).
Tumble +12; Dodge, Improved Initiative, Weapon Finesse (short
sword).

Black Sails Over Freeport 249


- Dramatis Personae -
Possessions: 25 gp, trail rations (5 days), short sword, hand crossbow, Sorcerer of the Barbarians
crossbow bolts (20), leather armor, light wooden shield, thieves’ tools,
backpack, caltrops, belt pouch, hemp rope (50 ft.), sack. Male Human Sorcerer 9: CR 9; Medium Humanoid; HD 9d4+36;
hp 58; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft. (6
Sea Lord’s Guardsman squares); AC 17 (+3 Dex, +4 bracers of natural armor), touch 17,
flat-footed 14; Base Atk +4; Grp +7; Atk +10 melee (1d6+5/18-20/
Male Human Warrior 1; CR ½; Medium Humanoid; HD 1d8+1; x2 plus 1d6 acid, +2 acidic scimitar); Full Atk +10 melee (1d6+5/
hp 5; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 Dex, +4 chain 18-20/x2 plus 1d6 acid, +2 acidic scimitar); AL CN; SV Fort +7,
shirt), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3 Ref +6, Will +7; Str 17, Dex 16, Con 18, Int 13, Wis 13, Cha 18.
melee (1d8+1/x2, heavy mace) or +2 ranged (1d8/19-20/x2, light
crossbow); Full Atk +3 melee (1d8+1/x2, heavy mace) or +2 Skills and Feats: Concentration +16, Craft (alchemy) +9,
ranged (1d8/19-20/x2, light crossbow); AL LG; SV Fort +3, Ref Knowledge (arcana) +13, Profession (sailor) +5, Spellcraft
+1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 10. +13; Craft Magic Arms and Armor, Improved Initiative, Martial
Weapon Proficiency (scimitar), Silent Spell, Weapon Focus
Skills and Feats: Intimidate +2, Listen +3, Search +0, Spot +3; (scimitar).
Alertness, Weapon Focus (heavy mace).
Sorcerer Spells Known; 0—daze, detect magic, disrupt undead,
Possessions: 2 gp, smash stick (heavy mace), light crossbow, bolts flare, ghost sound, light, mage hand, open/close; 1st—burning
(50), chain shirt, belt pouch. hands, charm person, mage armor, magic missile, obscuring mist;
2nd—acid arrow, protection from arrows, summon monster II, web;
Shaman of the Barbarians 3rd—dispel magic, fireball, fly; 4th—improved invisibility, wall of
Male Human Sorcerer 12; CR 12; Medium Humanoid; HD fire.
12d4+48; hp 78; Init +7 (+3 Dex, +4 Improved Initiative); Spd Sorcerer Spells Per Day (Sor 6/7/7/7/5): (Save DC 14+ spell
30 ft. (6 squares); AC 22 (+3 Dex, +5 bracers of armor, +4 ring level)
of protection), touch 22, flat-footed 19; Base Atk +6; Grp +9; Atk
+11 melee (1d6+5/x2, rod of thunder and lightning); Full Atk Possessions: Black opal 700 gp, +2 acidic scimitar, spell
+11/+5 (1d6+5/x2, rod of thunder and lightning); AL CE; SV component pouch, backpack, bedroll, ink (vial), inkpen,
Fort +8, Ref +7, Will +10; Str 16, Dex 16, Con 18, Int 10, Wis parchment, trail rations (6 days), bracers of armor +4; scroll of
14, Cha 18. fireball (CL 6), potion of barkskin +3; potion of cure moderate
wounds (CL 4).
Skills and Feats: Appraise +3, Climb +8, Concentration +19,
Knowledge (arcana) +5, Profession (sailor) +7, Spellcraft +17; (See Gar, the sorcerer’s familiar on page 247)
Combat Casting, Dodge, Forge Ring, Improved Initiative,
Maximize Spell, Silent Spell. Warrior of the Barbarians Type I
Sorcerer Spells Known: 0—dancing lights, daze, detect magic, Male Human Warrior 5: CR 4; Medium Humanoid; HD 5d8+26;
flare, ghost sound, light, mage hand, open/close, read magic; hp 51; Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 16 (+3 Dex, +3
1st—enlarge person, hold portal, mage armor, magic missile, hide armor), touch 13, flat-footed 13; Base Atk +5; Grp +9; Atk +9
silent image; 2nd—bull’s strength, invisibility, mirror image, see melee (1d8+4/x2, heavy mace or +8 ranged (1d6+4/x2, javelin);
invisibility, web; 3rd— fireball, flame arrow, haste, lightning bolt; Full Atk +7 melee (1d8+4/x2, heavy mace) and +2 melee (1d6+2/
4th—fire shield, stoneskin, wall of fire; 5th— teleport, wall of force; x3, handaxe); AL N; SV Fort +8, Ref +4, Will +1; Str 18, Dex 16,
6th—chain lightning. Con 18, Int 12, Wis 10, Cha 15.

Sorcerer Spells Per Day (Sor 6/7/7/7/7/5/3) (Save DC 14+ spell level) Skills and Feats: Climb +6, Intimidate +10, Jump +8, Swim +7;
Toughness (x2), Two-Weapon Fighting.
Possessions: 50 gp, aquamarine gem (175 gp), spell component
pouch, backpack, bedroll, trail rations (5 days), rod of thunder and Possessions: 2 gp, trail Rations (5), heavy mace, handaxe, hide
lightning, bracers of armor +5, ring of protection +4, potion of armor, belt pouch.
cure moderate wounds (CL 6) (2).
Warrior of the Barbarians Type II
Soderheim’s Guard Male Human Warrior 5: CR 4; Medium Humanoid; HD 5d8+15;
Male Elf, Warrior 2: CR 1; Medium Humanoid; HD 2d8; hp hp 37; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. (4
12; Init +4 (+4 Dex); Spd 30 ft. (6 squares); AC 19 (+4 Dex, +4 squares) in hide armor, base 30 ft.; AC 18 (+3 Dex, +3 hide
chain shirt, +1 light steel shield), touch 14, flat-footed 15; Base armor, +2 heavy wooden shield), touch 13, flat-footed 15; Base
Atk +2; Grp +4; Atk +4 melee (1d6+2/x2, club) or +6 ranged Atk +5; Grp +8; Atk +9 melee (1d8+3/19-20/x2, longsword) or
(1d8/x3, longbow); Full Atk +4 melee (1d6+2/x2, club) or +6 +8 ranged (1d6+3/x2, javelin); Full Atk +9 melee (1d8+3/19-
ranged (1d8/x3, longbow); SQ Elven traits, low-light vision; AL 20/x2, longsword) or +8 ranged (1d6+3/x2, javelin); AL N; SV
LN; SV Fort +3, Ref +4, Will -1; Str 14, Dex 19, Con 11, Int 10, Fort +5, Ref +4, Will +1; Str 17, Dex 16, Con 16, Int 11, Wis 10,
Wis 9, Cha 11. Cha 11.

Skills and Feats: Intimidate +5, Jump +5, Listen +1, Search +2, Skills and Feats: Climb +4, Intimidate +8, Jump +4, Swim +5;
Spot +1; Point Blank Shot. Improved Initiative, Power Attack; Weapon Focus (longsword).

Possessions: 5 gp, club, longbow, arrows (20), chain shirt, light Possessions: 5 gp, trail rations (5 days), javelin (4), longsword,
steel shield, belt pouch. hide armor, heavy wooden shield, belt pouch.

250 Black Sails Over Freeport


- Dramatis Personae -
William “Billy Bones” Crimshavy Skills and Feats: Concentration +8, Knowledge (arcana) +6,
Knowledge (nature) +6, Knowledge (religion) +6, Spellcraft +9;
Male Human Cleric of Yarash 10; CR 10: Medium Humanoid; HD Combat Casting, Dodge, Improved Initiative, Scribe Scroll.
10d8+10; hp 75; Init +3 (+3 Dex); Spd 30 ft.; AC 19 (+3 Dex, +6
for captain’s coat), touch 13, flat-footed 16; Base Atk+7/+2; Grp Wizard Spells Prepared (4 / 4 / 3, DC 13 + spell level):
+10; Atk +12 melee (1d6+4/18-20/x2, cutlass) or +10 ranged (2d6/ 0—detect magic, read magic (3); 1st—disguise self, mage armor,
x2, privateer Freeport pistol); Full Atk +12/+5 melee (1d6+4/18- magic missile, ray of Enfeeblement; 2nd—alter self, blindness/
20/x2, +1 cutlass) or +8/+1 melee (1d6+4/18-20/x2, +1 cutlass) deafness, mirror image.
and +8 melee (1d6+4/18-20/x2, +1 cutlass) or +10/+5 ranged Spellbook: 0—acid splash, arcane mark, dancing lights, daze,
(2d6/x2, privateer Freeport pistol); AL CE; SV Fort +8, Ref +6, detect magic, detect poison, disrupt undead, flare, ghost sound,
Will +10; Str 17, Dex 17, Con 13, Int 14, Wis 16, Cha 11. light, mage hand, mending, open/close, prestidigitation, ray
Skills and Feats: Bluff +5, Concentration +14, Diplomacy +13, of frost, read magic, resistance, touch of fatigue; 1st—burning
Hide +8, Knowledge (arcana) +11, Sense Motive +8; Dodge, hands, expeditious retreat, disguise self, mage armor, magic
Exotic Weapon Proficiency (firearms), Martial Weapon Proficiency missile, ray of enfeeblement, shield, shocking grasp; 2nd—acid
(cutlass), Weapon Focus (cutlass), Two-Weapon Fighting. arrow, alter self, blindness/deafness, mirror image, shatter.

Cleric Spells Prepared: (6/ 5+1/ 5+1/ 4+1/ 2+1/ 1+1; DC 13 + spell Possessions: 25 gp, 26 sp, masterwork quarterstaff, scholar’s
level; Domains: Destruction and Evil): 0—detect magic (2), detect outfit, pouch, spell components, scroll of wall of fire (CL 7),
poison, light, mending, read magic; 1st—cause fear, cure light wounds, scroll of interposing hand (CL 9).
entropic shield, inflict light wounds*, obscuring mist, sanctuary; 2nd—
darkness, death knell*, desecrate, hold person, undetectable alignment, Xander Williams
zone of truth; 3rd—blindness/deafness, contagion*, dispel magic, inflict Male Human Fighter 7; CR 7; Medium humanoid: HD 7d10+7;
serious wounds, summon monster III; 4th—death ward*, divination, hp 56; Init +1 (+1 Dex); Spd 20 ft. (4 squares) in chainmail,
inflict critical wounds, freedom of movement; 5th— flame strike, plane base 30 ft.; AC 20 (+1 Dex, +7 +2 chainmail of authority,
shift, slay living*. *Indicates domain spell +2 ring of protection); Base Atk +7; Grp +10; Atk +13 melee
Possessions: +1 cutlass (2), privateer Freeport pistol (4), belt (1d8+6/x2, +3 thundering heavy mace) or +8 ranged (1d4+3/19-
pouch, signet ring, flask, whetstone, captain’s coat, atomizer 20/x2, dagger); Full Atk +13/+8 melee (1d8+6/x2, +3 thundering
with magic potions: haste (CL5), fly (CL5), invisibility (CL5), heavy mace) or +8 ranged (1d4+3/19-20/x2, dagger); AL LG; SV
cure moderate wounds (CL7), or abyss dust, scroll of enhanced Fort +8, Ref +3, Will +5; Str 17, Dex 12, Con 13, Int 15, Wis 13,
saragasso (CL 20). Cha 12.
Skills and Feats: Bluff +4, Climb +4, Diplomacy +4, Gather
Wizard Cultist of Yarash Information +3, Intimidate +7, Jump +4, Listen +4, Perform +3,
Male Human Wizard 4; CR 4: Medium Humanoid; HD 4d4+8; hp Ride +4, Sense Motive +5, Spot +4, Swim +4; Alertness, Great
14; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 Fortitude, Iron Will, Leadership.
(+4 Dex), touch 14, flat-footed 10; Base Atk +2; Grp +2; Atk +3 Possessions: 100 gp, +3 thundering heavy mace, dagger, +2
(1d6/x2, masterwork quarterstaff); Full Atk (1d6/x2, masterwork chainmail of authority (F:CoA page 133), belt pouch, +2 ring of
quarterstaff); AL LE; SV Fort +3, Ref +5, Will +4; Str 11, Dex 19, protection, brooch of shielding (81 charges), rope of climbing.
Con 14, Int 16, Wis 11, Cha 12.

Black Sails Over Freeport 251


- Freeport Map -
1. The Seaside Market
2. The Rusty Hook
3. Rudolph’s Exotic Book
Shop/The Smoking Dragon
4. The Shipping News
5. The Hall of Records
Drac’s
6. The Fortress of Justice
End
7. Temple of the God Of
Knowledge
Tent
8. Temple of Harrimast Temple Town
9. Ezekiel Carthy’s House District
10. The Eastern Gate 7.
11. The Dock gate 8. 6.
12. Drac’s Gate
13. The Gun Tower
9.

Merchant
District
Old City

2. 11.

The Docks 1.

5.

Warehouse
District

To the
Hulks

Freeport Harbor

252 Black Sails Over Freeport


- Freeport Map -
A’val

Leeward
Windward

Libertyville
Drac’s
End T’wik

The Serpent’s Teeth


12.

City Gate

City Wall
Old City
Tower

10.
Eastern District Ship
District
Boundaries
13.

The pit
Dreaming
The Docks Street
3.
4.
Scurvytown

Freeport Harbor

Black Sails Over Freeport 253


- License -
OPEN GAME LICENSE Version 1.0a modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE
The following text is the property of Wizards of the Coast, Inc.
of any original Open Game Content you Distribute.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
Rights Reserved. 7. Use of Product Identity: You agree not to Use any Product Identity,
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9. Updating the License: Wizards or its designated Agents may
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associated products contributed to the Open Game License by the 13 Termination: This License will terminate automatically if You
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licensee in terms of this agreement. 14 Reformation: If any provision of this License is held to be
2. The License: This License applies to any Open Game Content unenforceable, such provision shall be reformed only to the extent
that contains a notice indicating that the Open Game Content may necessary to make it enforceable.
only be Used under and in terms of this License. You must affix 15 COPYRIGHT NOTICE
such a notice to any Open Game Content that you Use. No terms Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to System Reference Document Copyright 2000-2003, Wizards
any Open Game Content distributed using this License. of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich baker, Andy Collins, David Noonan, Rich Redman,
3.Offer and Acceptance: By Using the Open Game Content You Bruce R. Cordell, based on original material by E. Gary Gygax
indicate Your acceptance of the terms of this License. and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use Black Sails Over Freeport, Copyright 2003, Green Ronin
this License, the Contributors grant You a perpetual, worldwide, Publishing; Authors Brian E. Kirby, Robert Lawson, William
royalty-free, non-exclusive license with the exact terms of this Simoni, and Robert J. Toth.
License to Use, the Open Game Content.
Denizens of Freeport, Copyright 2003, Green Ronin Publishing,
5.Representation of Authority to Contribute: If You are contributing Editor Chris Wilkes.
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient Freeport: The City of Adventure, Copyright 2002, Green Ronin
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6.Notice of License Copyright: You must update the COPYRIGHT Relics & Rituals, copyright 2001, Clark Peterson.
NOTICE portion of this License to include the exact text of the Wrath & Rage: A Guidebook to Orcs and Half-Orcs, Copyright
COPYRIGHT NOTICE of any Open Game Content You are copying, 2002, Green Ronin Publishing; Author Jim Bishop.

254 Black Sails Over Freeport

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